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	<updated>2026-04-08T21:52:33Z</updated>
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		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4273</id>
		<title>Project Istari</title>
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		<updated>2023-04-23T12:47:51Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* The Wonders of Wizardry */Added Spellbind&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a Creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a Creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points equal to your Agility (minimum 1) at the start of each Round in Combat.&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a Creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your Turn, you gain Dash Points equal to your Speed. Dash Points act as Movement Points in most scenarios.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a Creature&#039;s learned knowledge of the world. You have a number of Knowledge Points, equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Instinct.&#039;&#039;&#039; Instinct is a Creature&#039;s gained experience of the world. You have a number of Reactions every Round equal to your Instinct (minimum 1).&lt;br /&gt;
*&#039;&#039;&#039;Resolve.&#039;&#039;&#039; Resolve is a Creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions are met equal to their Resolve.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, increasing or decreasing based on your Lineage choice. You also increase four different Stats by 1.&lt;br /&gt;
&lt;br /&gt;
Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum that will be determined at some point in the future.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a Creature Attacks, it rolls an Attack Die and adds a Stat determined by the Weapon/Spell/Attack. The Target rolls its Defense Die and adds a Stat determined by the Weapon/Spell/Attack either chosen by the Attacker or the Defender (determined by the Weapon/Spell/Attack). The Defender takes Damage equal to the excess of the Attack total over the Defense total.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every Hero has a pool of 6 Energy, which recharges whenever they finish a Rest. A Hero&#039;s Energy maximum increases by 1 at Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weakness and Resistance ==&lt;br /&gt;
Some things give you a Weakness or Resistance to certain Traits, such as &#039;&#039;Fire&#039;&#039; Weakness or &#039;&#039;Fire&#039;&#039; Resistance. Weaknesses and Resistances are always accompanied by a value.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have Resistance, you add that value to all Defense Rolls you make against an Attack with the Trait you have Resistance for.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have Weakness, you subtract that value from all Defense Rolls you make against an Attack with the Trait you have Resistance for.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
You can gain Skill Proficiencies, mainly from your History choices, and sometimes your Lineage. When you make a Check that would involve a Skill that you have Proficiency in, you double the Stat that you are adding to the Check (minimum +2 total). Each Stat apart from Lore has 3 Skills generally relating to it, however there are many scenarios where Stats can be used with other Stats, some examples of which will be shown in the description of each Skill.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Athletics (Might):&#039;&#039;&#039; Athletics represents the general physical abilities of a Creature, such as climbing, running, jumping, etc.&lt;br /&gt;
*&#039;&#039;&#039;Endurance (Might):&#039;&#039;&#039; Endurance represents the physical endurance of a Creature, such as enduring a storm, traveling a long distance, or staying on the ball without rest.&lt;br /&gt;
*&#039;&#039;&#039;Intimidation (Might):&#039;&#039;&#039; Intimidation represents the ability to coerce others. This is one of the most common Skills to use other Stats for. Might would represent being physically imposing or maybe breaking a chair over your head to startle your target. If you use Resolve, you might try to break your target&#039;s will by your own iron resilience.&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics (Agility):&#039;&#039;&#039; Acrobatics represents the general whole-body dexterity and motor-function of a Creature, used for acts such as swinging from branch to branch or doing backflips. Using Might for Acrobatics might be used for parkour.&lt;br /&gt;
*&#039;&#039;&#039;Dexterity (Agility):&#039;&#039;&#039; Dexterity represents a Creature&#039;s fine motor skills, used for acts like picking a lock, or pickpocketing someone. Using Resolve for this Skill might represent performing mental gymnastics to try and prove a point that isn&#039;t obviously true.&lt;br /&gt;
*&#039;&#039;&#039;Stealth (Agility):&#039;&#039;&#039; Stealth represents a Creature&#039;s ability to silence their movements.&lt;br /&gt;
*&#039;&#039;&#039;Chase (Speed):&#039;&#039;&#039; Chase represents a Creature&#039;s ability to move quicker than normally possible and serves often as a Contested Check, allowing Creature&#039;s to see who moves quicker, such as when trying to race to an artifact.&lt;br /&gt;
*&#039;&#039;&#039;Escape (Speed):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reflex (Speed):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Discern (Instinct):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Search (Instinct):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tracking (Instinct):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deception (Resolve):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy (Resolve):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grit (Resolve):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lore Skills are often gained from either Feats or Histories. They are far more specific, such as Nobility Lore, Smithing Lore, or a Lore about a specific city. These allow your Character to recall information about the specific information you have a Lore for much more easily.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;Beastian are humanoids that look similar to certain types of mammal carnivores.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Instinct, Free, Free || Lore || Creole, Beastian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have vicious and natural armaments, namely, a toothy maw.&#039;&#039; You gain a Bite Attack:&lt;br /&gt;
*&#039;&#039;&#039;Attack Die:&#039;&#039;&#039; d6&lt;br /&gt;
*&#039;&#039;&#039;Used Stats:&#039;&#039;&#039; Might, Agility, Instinct&lt;br /&gt;
*&#039;&#039;&#039;Target Stats:&#039;&#039;&#039; Might, Agility (Target&#039;s Choice)&lt;br /&gt;
*&#039;&#039;&#039; Traits:&#039;&#039;&#039; &#039;&#039;Natural&#039;&#039;, &#039;&#039;Piercing&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Concealable, Hands (0), Melee, Natural&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter&#039;s Instincts ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have biologically tuned senses.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as Duskvision.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You take on the form of a wolf or dog.&#039;&#039; Your Bite Attack&#039;s Attack Die becomes a d8. You also gain Searching Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You take on the form of a feline, such as a lion, cheetah, or leopard.&#039;&#039; Your Bite Attack gains the Skilled &#039;&#039;Stealth&#039;&#039; (You choose the Target Stat) Keyword. You also gain Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you take on the form of a hulking bear&#039;&#039; Your HP increases by 2, your Defense Die increases by 1 Step, and your Size increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You take on the form of a sly fox.&#039;&#039; Your Bite Attack gains Skilled &#039;&#039;Thievery&#039;&#039; (When Attacking a Foe who&#039;s Size is smaller than yours, your Attack Die increase by 1 Step) Keyword. You gain Stealth Proficiency, and you can use Instinct for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Beastian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Beastian Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pack Tacics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Beastian, Level 1 || Beastian&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to fight with your allies effectively.&#039;&#039; While Attacking, if an Ally is adjacent to the Target, the Target&#039;s Defense Die decreases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Recovering Maw ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Beastian, Level 1 || Beastian&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of cronching mid-combat for a snack.&#039;&#039; When you deal Damage with your Bite Attack, you can spend 1 Reaction to recover 1d4 HP. You can also spend 1 Energy when you do this to attempt to Recover from one of your Wounds instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Discordant Howl ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Auditory, Beastian, Canine, Level 1 || Beastian&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained and learnt how to use your natural howl or bark to intimidate your foes&#039;&#039; You can spend 2 Actions to howl, making a Contested Intimidation Check against the Endurance (Resolve) of all Foes within 4 Meters, dealing &#039;&#039;Mental&#039;&#039; Damage equal to your Resolve to all Foe&#039;s you succeed against.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cat Claws ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Beastian, Feline, Level 1 || Beastian&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained with and sharpened your claws&#039;&#039; You gain a Claw Attack:&lt;br /&gt;
*&#039;&#039;&#039;Attack Die:&#039;&#039;&#039; d6&lt;br /&gt;
*&#039;&#039;&#039;Used Stats:&#039;&#039;&#039; Agility, Instinct, Resolve&lt;br /&gt;
*&#039;&#039;&#039;Target Stats:&#039;&#039;&#039; Agility, Speed (Your Choice)&lt;br /&gt;
*&#039;&#039;&#039; Traits:&#039;&#039;&#039; &#039;&#039;Natural&#039;&#039;, &#039;&#039;Slashing&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Concealable, Hands (0), Melee, Natural, Retractable&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hibernate ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Beastian, Ursine, Level 1 || Beastian&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can enter into a deep slumber to better recover.&#039;&#039; When you Rest, you can choose to hibernate. When you do, you can add a d6 to one Recovery Check you make during that Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thieving Paws ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Beastian, Vulpine, Level 1 || Beastian&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt to distract with your bite to steal your enemies items.&#039;&#039; When you deal Damage with your Bite Attack, you can spend 1 Reaction to make a Contested Thievery Check  against the Target&#039;s Endurance or Thievery, taking your choice of one Item the Target is holding and grabbing it in one of your free Hands or dropping it at your feet.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;You are a hulking goliath.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Instinct, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The extreme environments you reside in have given you a natural resilience.&#039;&#039; You gain Endurance Proficiency and Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe in the caves.&#039;&#039; You gain Nightvision and Stealth Proficiency. You also only see shades of black and white, and have Echolocation with a Range equal to your Level + your Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe on the coast, oddly, with a blowhole.&#039;&#039; You can Swim and you can hold your breath for a number of Hours equal to your Might. You also gain Water Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 and a Mind Blast Attack:&lt;br /&gt;
*&#039;&#039;&#039;Attack Die:&#039;&#039;&#039; d8&lt;br /&gt;
*&#039;&#039;&#039;Used Stats:&#039;&#039;&#039; Resolve&lt;br /&gt;
*&#039;&#039;&#039;Target Stats:&#039;&#039;&#039; Agility, Speed (Your Choice)&lt;br /&gt;
*&#039;&#039;&#039; Traits:&#039;&#039;&#039; &#039;&#039;Natural&#039;&#039;, &#039;&#039;Versatile (Mental or Emotional)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hands (0), Ranged (8 Meters), Natural&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe in the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Behemon Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Behemon Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Behemon, Level 1 || Behemon&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your tribe.&#039;&#039; You gain Behemon Lore as well as two of either Athletics, Intimidation, or Insight Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thick-Skin ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Behemon, Level 1 || Behemon&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have endured significantly more than most Behemons, as such, you are naturally more resistant.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weighted Charge ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Behemon, Level 1 || Behemon&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have endured significantly more than most Behemons, as such, you are naturally more resistant.&#039;&#039; You can spend 1 Action to move a number of Spaces in a Straight Line up to your Might. You make a Contested Bullying Check against the Endurance of all Creatures that you would move through. If you succeed, you deal Damage equal to your Might to that Creature and push them one Space away from you that is not in your path.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sonic Burst ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Behemon, Cavern, Level 1 || Auditory, Behemon, Sonic&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;With time spent practicing in resonant caves, you can create an ear piercing shriek of noise.&#039;&#039; You can spend 1 Actions to shriek, dealing 1d8 + Might Damage (Defended by Might) to all Creatures in that Area. You can also spend 2 Energy to cause any Creature you dealt Damage to, to gain the &#039;&#039;Lingering Deafness&#039;&#039; Lingering Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blow-Hole Burst ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Behemon, Coastal, Level 1 || Behemon, Bludgeoning, Water&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to create a burst of compressed air from your blow-hole.&#039;&#039; You can spend 2 Actions to blow air in a 3 Meter Cone, dealing 2d4 + Might Damage (Defended by Might) to all Creatures in that Area. You can also spend Energy up to your Might, increasing the area of the cone by 1 Meter and pushing any Creature that takes Damage 1 Space for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Heritage Shell ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Behemon, Coastal, Level 1 || Behemon, Item&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been given one of your tribe&#039;s traditional shells.&#039;&#039; You gain the Behemon Shell Armor:&lt;br /&gt;
*&#039;&#039;&#039;Traits:&#039;&#039;&#039; &#039;&#039;Armor&#039;&#039;, &#039;&#039;Behemon&#039;&#039;, &#039;&#039;Composite&#039;&#039;, and &#039;&#039;Water&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defense Die:&#039;&#039;&#039; +2&lt;br /&gt;
*&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Resistant (Piercing 2) &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psionic Disciplines ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Behemon, Desert, Level 1 || Behemon&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have dabbled in your tribes cultural trainings.&#039;&#039; Gain 1 of the Psionic Disciplines available to a 1st Level Psion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Frozen Stasis ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Behemon, Tundra, Level 1 || Behemon&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have dabbled in your tribes cultural trainings.&#039;&#039; At the start of your Turn, you can choose to enter a state of suspended animation until the start of your next Turn. While in this state, your Defense Die increases by 2 Steps, and you gain Resistance 1 to everything. While in this state, you are Incapacitated&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Resolve, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Resolve to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Resolve Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Goblin ==&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Resolve, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Instinct, Resolve, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Resolve or Instinct instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Resolve to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Resolve. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Resolve when using the Poisoner&#039;s Kit instead of Might or Instinct.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adaptive ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Between inborn skill and natural physiology, Humans are easily able to adapt to any environment.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Man ====&lt;br /&gt;
&#039;&#039;Human Feature. Destiny.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The true fate of men is yet to be revealed; a destiny which shall overshadow even the elder races.&#039;&#039; You gain +1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Human Kins represent the different physiological forms that Humans can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bree-lander ====&lt;br /&gt;
&#039;&#039;Human Kin. Desire.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of simple desires, the men of Bree and the surrounding areas are almost Hobbitish, after a fashion.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the &#039;&#039;Emotion Trait&#039;&#039; to ignore that Fear instead. When you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dúnedain ====&lt;br /&gt;
&#039;&#039;Human Kin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;… The Dúnedain were lords of long life, great power, and wisdom …&amp;quot;.&#039;&#039; When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse-lord ====&lt;br /&gt;
&#039;&#039;Human Kin. Speech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They are proud and willful, but they are true-hearted, generous in both thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years …&amp;quot; - Aragorn, the Two Towers.&#039;&#039; You can communicate with horses and similar creatures as if you shared a common language.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Northmen ====&lt;br /&gt;
&#039;&#039;Human Kin. Training.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Citizens of the White Tower and its lands, the Men of the South are known for their call to arms.&#039;&#039; After you perform an Attack, you gain one Martial Opportunity stack, which lasts until the start of your next turn. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction and spend a Martial Opportunity stack to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Man&#039;s Resolve ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Through training, you have learnt how to better control your feelings.&#039;&#039; You gain Emotion Resistance 3 and Mental Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the West ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Auditory, Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising.&amp;quot; - Legolas, The Return of the King.&#039;&#039; You, and any allies who can see or hear you, can use Resolve instead of Instinct or Lore when defending or when resisting Fear or Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Instinct/Resolve/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency,&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Instinct, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primeval ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Primeval Saurians have tougher scales, are larger, and are akin to dinosaurs.&#039;&#039; Your Size increases by 1, and your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lineage Feats ====&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Saurian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Acidic Glands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Saurian, Level 1 || 2 || Acid || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have acidic glands in your mouth which you can use in combat.&#039;&#039; You can spend 2 Actions to spray Acid in a 3 Meter Cone, dealing 2d4 + Might Damage defended by Might or Instinct (Target&#039;s Choice).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Instinct, Free || Resolve || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter&#039;s Instincts ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Instinct || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your natural instincts to hunt manifest themselves both in your bestial form and your mannish shape.&#039;&#039; While in Humanoid Form, you gain Trap Lore Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round when you take the Move or Hide action while in Animal Form, you can take the Search action for free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Packleader ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Tactic, Leadership || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are a born leader of those whom you deem your packmates.&#039;&#039; While you are in Humanoid Form, you and allies who can hear you gain +1 to any Stealth checks you make.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each Round in combat while you are in Beast Form, you and all adjacent allies can move a number of spaces up to your Instinct.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Drakomere Lineages =&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;Humans are native to Drakion, but have traveled and now inhabit all parts of Drakomere. Anywhere you go, most likely you&#039;ll find a couple Humans there.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Resolve, Free || Free || Adventurer, Free&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vessels of Khaagaazh ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Humans have an inborn khaagaazh, greater than almost any creature in Drakomere.&#039;&#039; You gain a Lineage Feat who&#039;s prerequisites you meet.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Durable and Adaptable ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Humans are naturally adaptable to their environments and have a naturally strong will.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2, and Grit Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Human Kins ===&lt;br /&gt;
Human Kins represent the different environments you grew up in, and the different advantages that provided to you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feats ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&lt;br /&gt;
==== Body Building ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || Human&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The human muscle structure allows for vast adaptability at a fairly quick rate.&#039;&#039; You gain Athletics Proficiency and your HP increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Built for Marathon ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || Human&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Humans learn quickly, and you&#039;ve used that to your advantage.&#039;&#039;  You gain Endurance Proficiency, and you gain &#039;&#039;Exhaustion&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fast Learner ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || Human, Knowledge&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Humans learn quickly, and you&#039;ve used that to your advantage.&#039;&#039;  You learn a Language, gain a Skill Proficiency, and gain a Lore. This Feat can be taken multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Blast ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || Human, Magic&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Khaagaazh flows through your veins and you have learnt to weaponize it.&#039;&#039; You gain a Magical Blast Attack, which has Attack Stats of Might and Lore, and Target Stats of Agility or Instinct (Target&#039;s Choice). It has the &#039;&#039;Natural&#039;&#039; and &#039;&#039;Ranged (4 Meters)&#039;&#039; Keywords, and the &#039;&#039;Human&#039;&#039; and &#039;&#039;Magic&#039;&#039; Traits.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Putting on a Face ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || Human&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learnt the mechanics of altering your facial expression and body language to more effectively coerce your foes.&#039;&#039; You gain Intimidation Proficiency, and when you make an Intimidation Check, you can always use Resolve instead of Might. Also, the Terrify Action has a Range of your Might + your Resolve, instead of just your Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Verdan ==&lt;br /&gt;
&#039;&#039;Verdan are natives of the Chaos, embodying its defining feature, chaos. Many Verdan traveled to the Wastes to be a nomadic tribe there, but they’re found all over Drakomere. Verdan have existed since the 1st Age in the Chaos.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Adventurer, Free&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chaotic Physicality ====&lt;br /&gt;
&#039;&#039;Verdan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The exact size, shape, and color of any Verdan can truly seem random at times.&#039;&#039; At the end of a Rest, choose one of the following until your next Rest:&lt;br /&gt;
*Your Size is Tiny (you take up a 0.5x0.5 Space).&lt;br /&gt;
*Your Size is Medium (you take up a 1x1 Space).&lt;br /&gt;
*Your Size is Large (you take up a 2x2 Space).&lt;br /&gt;
At the end of a Rest, choose one of the following until your next Rest:&lt;br /&gt;
*Your Defense Die increases by 1 Step.&lt;br /&gt;
*Your Movement increases by 2.&lt;br /&gt;
*Your HP increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shifting Skills ====&lt;br /&gt;
&#039;&#039;Verdan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Verdan&#039;s have a strangely and chaotically changing skillset.&#039;&#039; At the end of a Rest, choose 1 Skill, 1 Language, and 1 Lore to gain until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Verdan Kins ===&lt;br /&gt;
Verdan Kins represent the different abilities they have gained from the ambient magical energy in their environment.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Archipelago ====&lt;br /&gt;
&#039;&#039;Verdan Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your family comes from the Archipelago.&#039;&#039; You can Swim, breathe underwater, gain the &#039;&#039;Amphibious&#039;&#039; Trait, Sailing Lore, and Water Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chaos ====&lt;br /&gt;
&#039;&#039;Verdan Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your family comes from the Chaos.&#039;&#039; When you deal Damage, you can spend 1 Reaction to add one of the following Traits to that Damage: Acid, Air, Cold, Earth, Fire, Lightning, Poison, Sonic, Water. You also gain Environment Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Drakion ====&lt;br /&gt;
&#039;&#039;Verdan Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your family comes from Drakion.&#039;&#039; At the end of a Rest, choose one of the following Traits to gain Resistance 2 for until the end of your next Rest: Acid, Air, Cold, Earth, Emotion, Faerie, Fire, Lightning, Mental, Negative, Poison, Positive, Radiant, Shadow, Sonic, Water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mecha ====&lt;br /&gt;
&#039;&#039;Verdan Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your family comes from the Mecha Mountains.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mutated ====&lt;br /&gt;
&#039;&#039;Verdan Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your family comes from the Mutated Moors.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Necrotic ====&lt;br /&gt;
&#039;&#039;Verdan Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your family comes from the Necropolis.&#039;&#039; You gain Negative Resistance 2 and you do not need to breathe. You also gain &#039;&#039;Respiratory&#039;&#039; Immunity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Starstruck ====&lt;br /&gt;
&#039;&#039;Verdan Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your family comes from the Starstruck Shore.&#039;&#039; You gain Radiant Resistance 2, and you shed Light a number up to a number of Meters equal to your Level. The exact brightness of this Light can be altered by spending 1 Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Twisted ====&lt;br /&gt;
&#039;&#039;Verdan Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your family comes from the Twisted-Lands.&#039;&#039; You can speak Telepathically to nearby Creatures. You also gain Mental Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild ====&lt;br /&gt;
&#039;&#039;Verdan Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your family comes from the Wild Plains.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Verdan Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Verdan Stuffs ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Verdan, Level 1 || Verdan&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Versatile Kins ==&lt;br /&gt;
Instead of choosing a normal kin for your Lineage, you can choose one of these, which represent different events that can affect your Hero, changing them forever, such as being turned into an undead or made into an Augmented via grafting machinery to your body.&lt;br /&gt;
&lt;br /&gt;
==== Reborn ====&lt;br /&gt;
&#039;&#039;Versatile Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have been resurrected in some way, but not quite how you were before. You&#039;re an undead, but you still retain memories of your former life.&#039;&#039; You gain the &#039;&#039;Undead&#039;&#039; Trait and you no longer need breath or sustenance. You gain &#039;&#039;Positive&#039;&#039; Weakness 3, and when you would take &#039;&#039;Negative&#039;&#039; Damage, you instead regain that much HP. Healing with the &#039;&#039;Positive&#039;&#039; Trait instead deals that much Damage to you. Finally, you gain 2 additional History Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mages&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
Your History is the legacy of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 3). At Level 3, 11, and 19, a Character gains 2 more History Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beggar ====&lt;br /&gt;
&#039;&#039;0 History Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You begged for alms to try and get by.&#039;&#039; You have 1 less Starting Item and you gain Grit Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Acolyte ====&lt;br /&gt;
&#039;&#039;1 History Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You were an acolyte.&#039;&#039; You gain a Lore Skill in relation to the religion you were an acolyte for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Blessing. -Auditory&#039;&#039;&#039; You can spend 1 Action to bestow a blessing on an adjacent Ally until the end of your next Turn. During this time, when that Ally would roll a d4 or a d6, they can expend the blessing and instead roll a d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Childhood Pet ====&lt;br /&gt;
&#039;&#039;1 History Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You had a pet in your childhood.&#039;&#039; You gain Handling Lore, Lore in relation to the animal you had as a pet, as well as Diplomacy Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conscripted ====&lt;br /&gt;
&#039;&#039;1 History Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You were conscripted into some form of army or militia.&#039;&#039; You gain 1 additional Starting Item, but you must use it to gain an Item with the &#039;&#039;Weapon&#039;&#039; Trait. You also gain Judgement Proficiency.&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;1 History Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 History Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 History Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;1 History Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;1 History Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pickpocket ====&lt;br /&gt;
&#039;&#039;1 History Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You lived off of the little you could steal from passersby.&#039;&#039; You gain Dexterity Proficiency and 1 additional Starting Item, but it must have the &#039;&#039;Gear&#039;&#039; Trait.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 History Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spiritual ====&lt;br /&gt;
&#039;&#039;1 History Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are spiritual about something.&#039;&#039; You gain one of the following: Positive Resistance 3, Negative Resistance 3, or Spirit Resistance 3.&lt;br /&gt;
&lt;br /&gt;
==== Student ====&lt;br /&gt;
&#039;&#039;1 History Point&#039;&#039;&lt;br /&gt;
&#039;&#039;You were or are a student.&#039;&#039; You gain 3 Lores of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;bR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adventurer ====&lt;br /&gt;
&#039;&#039;2 History Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;ve been an adventurer for some time already.&#039;&#039; Choose one of the following Feats to gain: [list of feats that give a class skill like rogue knacks, warrior maneuvers, etc.].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 History Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can spend 1 Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brave ====&lt;br /&gt;
&#039;&#039;2 History Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have spent much of your life studying.&#039;&#039; You gain Grit Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Determination.&#039;&#039;&#039; When you gain a Passing or Creeping Fear, you can spend 1 Reaction and 1 Energy to discard it instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter ====&lt;br /&gt;
&#039;&#039;2 History Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an expert at hunting food for yourself.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Breathe and Aim.&#039;&#039;&#039; You can spend 1 Action to steady yourself. Your next Attack this Turn has its Attack Die reduced by 1 Size, but it adds a second Attack Die to the Attack of the reduced Die&#039;s Size.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Loyal Pet ====&lt;br /&gt;
&#039;&#039;2 History Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;ve bonded with an animal who is now your loyal companion.&#039;&#039; You gain the &#039;&#039;Animal Companion&#039;&#039; Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 History Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency, you also gain 2 more Starting Items.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scholar ====&lt;br /&gt;
&#039;&#039;2 History Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have spent much of your life studying.&#039;&#039; You gain 2 Lore Skills of your choice and you have +2 max knowledge points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Farmer, Apprentice, Outlander, Sailor, Merchant, Settler, Squire, Wrongful Imprisonment, Conscription, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Destiny =&lt;br /&gt;
Destinies represent what your Hero is destined to become and give a way to both gain and spend Fate. The GM determines how many Destiny Points Hero&#039;s have at Level 1 (usually 1). At Levels 7, 15, and 20, a Hero gains 1 additional Destiny Point.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Almighty Archmage ====&lt;br /&gt;
&#039;&#039;1 Destiny Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Magic power flows through you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gaining Fate:&#039;&#039;&#039; Whenever your party first gains a Magic Item (through a manner other than spending Fate), or you gain a Spell for the first time, you gain 1 Fate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spending Fate:&#039;&#039;&#039; You can spend 1 Fate to cast any Spell another Hero of your Level could.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk.&#039;&#039;&#039; There are a lot of Spells in the game, it could make sense to choose a few signature Spells for your Hero to not be overwhelmed with choice every time you use this Destiny&#039;s &#039;&#039;&#039;Spending Fate&#039;&#039;&#039; feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vengeful Vindicator ====&lt;br /&gt;
&#039;&#039;1 Destiny Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If you are crossed, you will fight back, and you aim to end betrayal in the world, by any means necessary.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gaining Fate:&#039;&#039;&#039; When you claim retribution and claim justice against someone who has wronged you, you gain 1 Fate.&lt;br /&gt;
&#039;&#039;&#039;Spending Fate:&#039;&#039;&#039; When you gain a Wound or Fear, you can spend 1 Fate to cause the Creature that dealt it to you to gain a Wound or Fear respectively.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legendary Collector ====&lt;br /&gt;
&#039;&#039;1 Destiny Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;ve always had a profundity for picking up random yet useful knick-knacks, and you are destined to have a vast treasure vault one day.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gaining Fate:&#039;&#039;&#039; Whenever your party first gains a Treasure Item (through a manner other than spending Fate), you gain 1 Fate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spending Fate:&#039;&#039;&#039; You can spend 1 Fate to gain a random Item.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== People&#039;s Champion ====&lt;br /&gt;
&#039;&#039;1 Destiny Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The people look up to you as their champion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gaining Fate:&#039;&#039;&#039; When you directly help members of the populace at significant expense to yourself, you gain 1 Fate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spending Fate:&#039;&#039;&#039; You can spend 1 Fate to inspire a portion of the populace to follow a course of action which benefits the populace (such as overthrowing a corrupt tyrant or aiding in defense against an evil).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Paragon ====&lt;br /&gt;
&#039;&#039;1 Destiny Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have always had an affinity for the natural, and you are destined to become one with it.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gaining Fate:&#039;&#039;&#039; When you perform a great feat of preserving or commanding nature, you gain 1 Fate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spending Fate:&#039;&#039;&#039; You can spend 1 Fate to direct a Beast, Plant, or Nature creature to take a course of action you choose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Relentless Regicide ====&lt;br /&gt;
&#039;&#039;1 Destiny Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You will eventually kill a king, queen, regent, or ruler.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gaining Fate:&#039;&#039;&#039; XXXXXX&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spending Fate:&#039;&#039;&#039; XXXXXX&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seabound Scoundrel ====&lt;br /&gt;
&#039;&#039;1 Destiny Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;I&#039;ll never stoop to your level.&amp;quot; - Croc Ashstrike&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Gaining Fate:&#039;&#039;&#039; When you acquire your first of a kind of Nautical Item, you gain 1 Fate.&lt;br /&gt;
&#039;&#039;&#039;Spending Fate:&#039;&#039;&#039; You can spend 2 Fate to gain a Treasure Item.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Intrepid Explorer, Draconic Heritage/Heir, Famous Performer, Famed Scholar, Force of Darkness, Master of Whispers, Hand of Vengeance, Paragon of Light, Warlord, Hand of Fate, Heir to the Throne, Glorious Hero, Cunning Villain, Wise Master]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blistering ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;In response to a burn or other flesh wound, your skin has broken out in blisters.&#039;&#039; After you make a Check, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chills ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might, Lore (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;I scream, you scream, we all scream … when we have chills.&#039;&#039; Whenever you take an Action, you lose all your unspent Movement Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning, Mental || Might, Resolve (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disoriented ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning || Agility, Instinct (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Money may make the world go &#039;round, but a good knock to the head can do so too.&#039;&#039; Whenever you move, you must do so in a random direction. You can move at half the normal rate to ignore this effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enfeebled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A heavy blow has weakened you, impairing your retaliation.&#039;&#039; You must spend an additional Action for every Attack you perform.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Entangled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Positioning || Might, Agility (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Bound and tied in some form of snare, you are restrained.&#039;&#039; You cannot Dash.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fever ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Disease || Might (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[].&#039;&#039; At the end of each of your turns, increase the DC for this Wound by 1 (to a maximum of 8). Once the DC reaches 8, convert this to a Lingering Wound with &amp;quot;&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flesh Wound ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might, Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;&#039;Tis but a flesh wound!&amp;quot; — Micah, probably.&#039;&#039; You cannot have more Hit Points than half your Hit Point maximum.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Infection ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Disease, Infection || Might, Lore (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The microbial world is chock-full of pioneering, opportunistic germs and fungi, each of which is more than happy to take advantage of an open wound.&#039;&#039; Your Hit Points are reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have one or more Lingering or Grievous Wounds, attach this Wound to one of them and this gains &amp;quot;You only lose this Wound when you lose the attached Wound.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Instinct (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Positioning || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Resolve (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Short of Breath ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Respiratory || Might (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your breath has been taken away, whether by injury or a beautiful sight.&#039;&#039; You cannot move more spaces in a round than your Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spasms ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Respiratory || Might (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Muscle spasms constrain your movements, hindering your advance and retreat alike.&#039;&#039; You cannot spend more Initiative Points in a Round than your Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stunned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning || Might, Instinct (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; When you would spend an Energy, you must also spend an Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning, Breath || Might, Resolve (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Resolve.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Arm ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your arms, or other extremities used for manual manipulation, is broken.&#039;&#039; Any Check you make which involves the use of the affected limb is halved, and the affected limb cannot be used to hold an object weighing more than half a kilogram.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by using a cast, using a brace, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement, is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Blindness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Sight || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one of your eyes has left you temporarily without much usable sight in that eye. Perhaps inflammation or irritation obstructs your vision, or perhaps true blindness has temporarily set in.&#039;&#039; You cannot roll more than half of the total on a die for any check that is dependent on sight. Furthermore, you lack depth perception as you only have one eye.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a +1 bonus on Checks made to Recover from this Wound for each of the following:&lt;br /&gt;
*You apply a proper medicinal salve to the eye.&lt;br /&gt;
*You have worn a patch over the eye.&lt;br /&gt;
*You have used appropriate warm and/or cold compresses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Deafness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one your ears has left you temporarily deafened.&#039;&#039; You cannot hear.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured ears have been protected from the elements (such as through the use of bandages or earmuffs).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Respiratory Injury ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Resolve (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.&#039;&#039; Your Might is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each time, after injury, you have significantly overexerted yourself to the point of running out of breath since your last Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vertigo ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory, Mental || Might, Resolve (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;You spin me right &#039;round, baby, right &#039;round, like a record, baby, right &#039;round, &#039;round, &#039;round …&amp;quot; -  Dead or Alive.&#039;&#039; You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(No &#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weariness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Resolve (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your body has been battered and bruised, and the scars and shrapnel wounds ache with every moment.&#039;&#039; Whenever you take Damage, the amount of Damage you take is increased by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Resolve (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Resolve (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Resolve. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Resolve Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
At Character creation, you choose a number of Items for your Hero to start with determined by your GM (usually 5), and potentially altered by some Histories.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Attack Stats !! Defense Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Atlatl || 3d4 || Agility, Instinct || Might, Agility (Target&#039;s Choice) || Projectile, Spear, Piercing || Bulky, Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Battleaxe || 1d8 || Might, Speed || Might, Agility (Target&#039;s Choice) || Axe, Slashing || Hands (1), Skilled &#039;&#039;Intimidation&#039;&#039; (If you deal Damage equal to or more than the Target&#039;s Resolve, they gain a Fear), Two-Handed (You choose the Defense Stat)&lt;br /&gt;
|-&lt;br /&gt;
| Blowgun || 1d4 || Might, Agility, Instinct || Agility || Dart, Piercing || Concealable, Hands (1), Ranged (6 Meters), Special (While you are Concealed from the Target, the Stat Bonus to the Target&#039;s Defense has a maximum equal to their Instinct)&lt;br /&gt;
|-&lt;br /&gt;
| Boomerang || 1d6 || Might, Agility || Might, Agility (Target&#039;s Choice) || Club, Projectile, Bludgeoning || Hands (1), Special (If this Weapon deals no Damage, it returns to you at the start of your next Turn, and you can catch it provided you have a free hand), Thrown (10 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Brass Knuckles || 1d6 || Might, Agility, Speed || Might, Agility, Speed (Target&#039;s Choice) || Club, Bludgeoning || Hands (1), Concealable, Special (While Wielding two Brass Knuckles, your Defense Die increases by 1 Step), Worn&lt;br /&gt;
|-&lt;br /&gt;
| Club || 1d6 || Agility, Speed || Agility, Instinct (Your Choice) || Club, Bludgeoning || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Instinct || Agility, Instinct (Your Choice) || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (If there are at least 2 Defense Stat option, remove one option from the Defense Stats), Melee, Special (If the Target&#039;s Defense Die is at least a d8 and there are at least 2 Defense Stat Options, remove one option from the Defense Stats), Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Flail || 1d6 || Might, Speed || Might || Club, Bludgeoning || Hands (1) Reach (2 Meters), Special (You can spend 1 Action while Wielding this Weapon to increase your Defense Die by 1)&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet || 1d6 || Might, Agility || Might, Agility, Speed (Target&#039;s Choice) || Club, Bludgeoning || Guard 1 (&#039;&#039;Slashing&#039;&#039;), Hands (1), Melee, Worn&lt;br /&gt;
|-&lt;br /&gt;
| Glaive || 1d8 || Might || Might, Agility (Target&#039;s Choice) || Polearm, Spear, Versatile (Piercing or Slashing) || Hands (2), Melee, Reach (2 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Might, Speed (Target&#039;s Choice) || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Greatclub || 1d10 || Might, Speed || Might, Instinct (Your Choice) || Club, Bludgeoning || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Greathammer || 2d6 || Might || Agility, Speed (Target&#039;s Choice) || Club, Bludgeoning || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Greatsword || 1d12 || Might || Agility, Speed (Target&#039;s Choice) || Sword, Versatile (Piercing or Slashing) || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Halberd (Axe Mode) || 1d8 || Might, Resolve || Might, Insight (Target&#039;s Choice) || Axe, Slashing || Hands (2), Melee, Reach (2 Meters), Special (You can spend 1 Action to swap this Weapon to &#039;&#039;Halberd (Spear Mode)&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| Halberd (Spear Mode) || 1d8 || Might, Resolve || Agility, Speed (Target&#039;s Choice) || Spear, Piercing || Hands (2), Melee, Reach (2 Meters), Special (You can spend 1 Action to swap this Weapon to &#039;&#039;Halberd (Axe Mode)&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| Handaxe || 1d6 || Might, Speed || Might, Agility (Target&#039;s Choice) || Axe, Slashing || Hands (1), Melee, Paired (Can Move 1 Space after Attack), Thrown (3 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Hand Crossbow || 1d6 || Speed, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (1), Paired (Increase your Attack Die by 1 Step), Ranged (6 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Crossbow || 1d12 || Might, Instinct || Might, Agility, Speed, Instinct (Target&#039;s Choice) || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Hook Sword || 1d6 || Agility, Instinct || Agility, Instinct (Target&#039;s Choice) || Sword, Slashing || Hands (1), Paired (If you deal Damage with this Attack, you can immediately spend 1 Action to make a Contested Acrobatics or Athletics Check against the Target&#039;s Acrobatics or Athletics, on a success, the Target drops your choice of one of the Item&#039;s held)&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 1d8 || Might, Agility || Might, Agility (Target&#039;s Choice) || Piercing, Spear || Hands (1), Melee, Thrown (Meters equal to thrice your Instinct)&lt;br /&gt;
|-&lt;br /&gt;
| Katana || 1d6 || Might, Speed || Might, Agility (Target&#039;s Choice) || Sword, Slashing || Hands (1), Melee, Parry, Two-Handed (You choose the Target Stat)&lt;br /&gt;
|-&lt;br /&gt;
| Katar || 1d8 || Might, Agility, Speed || Might, Agility (Target&#039;s Choice) || Knife, Piercing || Hands (1), Melee, Special (Before you make an Attack with this Weapon you can Move 1 Space)&lt;br /&gt;
|-&lt;br /&gt;
| Lance || 2d8 || Might, Instinct || Agility, Speed (Target&#039;s Choice) || Spear, Piercing || Bulky, Hands (2), Melee, Reach (3 Meters), Special (While Mounted, this Weapon has the Hands (1) Keyword)&lt;br /&gt;
|-&lt;br /&gt;
| Light Crossbow || 1d6 || Agility, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Instinct || Agility, Speed (Target&#039;s Choice) || Bow, Piercing || Hands (2), Ranged (10 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Resolve || Might, Agility (Your Choice) || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 1d6 || Might, Instinct, || Might, Agility, Resolve (Target&#039;s Choice) || Club, Bludgeoning || Hands (1), Special (This Weapon gains a +1 to its Attack for every 2 Size Steps of the Target&#039;s Defense Die)&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1d8 || Speed, Instinct || Might, Agility (Target&#039;s Choice) || Projectile, Bludgeoning || Hands (1), Special (If any Damage is dealt, the target gains the Entangled Glancing Wound and the Damage is halved), Thrown (6 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Pata || 1d6 || Might, Agility || Might, Agility, Instinct (Target&#039;s Choice) || Sword, Versatile (Piercing or Slashing) || Guard 2 (&#039;&#039;Slashing&#039;&#039;), Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Pike || 1d8 || Might, Resolve || Might, Agility, Speed (Target&#039;s Choice) || Piercing, Spear || Hands (2), Melee, Reach (2 Meters), Special (Adjacent Allies increase their Defense Die by 1 Step)&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Instinct, Lore || Might, Agility (Target&#039;s Choice) || Staff, Bludgeoning, Concussive || Hands (1), Melee, Special (When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1), Two-Handed (This Weapon&#039;s Attack Die is increased to a d8)&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Instinct || Agility, Speed (Target&#039;s Choice) || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Saber || 1d6 || Agility, Resolve || Might, Instinct (Your Choice) || Sword, Slashing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Scythe || 4d4 || Might, Instinct || Might, Agility, Resolve (Target&#039;s Choice) || Polearm, Slashing || Bulky, Hands (2), Melee, Reach (2 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Shortbow || 1d6 || Agility, Speed, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (2), Ranged (6 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility (Target&#039;s Choice) || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (Reduce Target&#039;s Defense Die by 1 Step)&lt;br /&gt;
|-&lt;br /&gt;
| Sling || Special || Might, Speed || Agility, Speed, Instinct (Target&#039;s Choice) || Projectile, Versatile (Bludgeoning or Piercing) || Hands (1), Ranged (Special), Special (You can spend 1 or more Actions making an Attack with this Weapon, adding a d4 to the Attack Die and 6 Meters to the Range for each Action Spent. If you spend 2 or more Actions you choose the Target Stat)&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 1d6 || Might, Resolve || Agility, Speed (Your Choice) || Piercing, Spear || Hands (1), Melee, Two-Handed (This Weapon gains Reach (2 Meters) and its Attack Die becomes a d8)&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || 1d4 || Might, Agility, Speed || Might, Agility, Speed (Your Choice) || Natural, Bludgeoning || Hands (1), Melee, Paired (Can Move 1 Space after Attack)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Resolve || Agility, Resolve (Your Choice) || Club, Bludgeoning || Hands (2), Melee, Follow-Through&lt;br /&gt;
|-&lt;br /&gt;
| Whip || 1d6 || Might, Resolve || Might, Agility, Resolve (Your Choice) || Auditory, Club, Slashing || Hands (1), Melee, Reach (2 Meters), Skilled &#039;&#039;Bullying&#039;&#039; (If you deal Damage to the Target, you can spend 1 Reaction to push them 1 Space away from you), Skilled &#039;&#039;Thievery&#039;&#039; (If you would deal Damage to the Target, you can spend 1 Reaction to halve the Damage and make a Contested Thievery Check, pulling your choice of one Item the Target is holding either to your feet or into one of your empty Hands on a success)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Bulky.&#039;&#039;&#039; You must spend 2 Actions to make 1 Attack with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Concealable.&#039;&#039;&#039; Any Check you make to conceal your possession of this Weapon is made twice, using the higher result.&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When making an Attack against a Foe you have already dealt Damage to this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Guard.&#039;&#039;&#039; While wielding a Weapon with Guard, when you take Damage of the listed type, you reduce that Damage by the value accompanying the keyword.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a Creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack, you can spend 1 Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the lower result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using the Weapon, your Reach is the number of Meters listed with the Keyword. If your Reach is increased by another source as well, you add that to the Reach of the Attack as normal.&lt;br /&gt;
*&#039;&#039;&#039;Skilled.&#039;&#039;&#039; If you have the listed Skill Proficiency, you gain an additional effect if you have Proficiency in the listed Skill)&lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Two-Handed.&#039;&#039;&#039; When you use this Weapon with two hands, you gain an additional effect described in parentheses after the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Round Shield ===&lt;br /&gt;
&#039;&#039;Shield. Hands (1).&#039;&#039;&lt;br /&gt;
&#039;&#039;A standard and rounded shield, most likely made of a piece of wood or thin sheet of metal.&#039;&#039; You can spend 1 Action to raise the Round Shield, increasing your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Worn Equipment ==&lt;br /&gt;
Every Hero (Provided they have standard two arm, two limb, roughly humanoid body anatomy) can wear 1 Body, 1 Head, 1 Hand, and 1 Foot piece of clothing. Basic clothes and shoes are assumed if nothing else is worn.&lt;br /&gt;
&lt;br /&gt;
=== Head-Pieces ===&lt;br /&gt;
&lt;br /&gt;
==== Half Helm ====&lt;br /&gt;
&#039;&#039;3 Gold. Metal.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Head.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;This helmet provides protection for the top of the head, but leaves the lower two-thirds of the face open for better visibility and breathability.&#039;&#039; When you would gain a &#039;&#039;Head&#039;&#039; Wound, you can spend 1 Reaction to gain a different Wound of the same Severity instead. You can also spend 1 Energy when you do so, to instead discard the Wound without gaining a different one.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hat ====&lt;br /&gt;
&#039;&#039;1 Gold. Variable (Fabric, Leather, or Plant).&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fabulous. Head. Resistant +1 (Environment).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A standard hat that protects from the sun or rain and looks good.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Great Helm ====&lt;br /&gt;
&#039;&#039;4 Gold. Metal.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Anonymity. Defensive 1. Head. Weakness -2 (Environment). Weakness -1 (Fire).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Provides protection to the brain, eyes, and face, but covers almost the entire head.&#039;&#039; Whenever you make a Search Check, you make the Check twice and use the lower result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mask ====&lt;br /&gt;
&#039;&#039;1 Gold. Variable (Fabric, Metal, Stone, or Plant)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Anonymity. Fabulous. Head.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Provides anonymity, shows allegiance, and protects from certain blows.&#039;&#039; When you would gain a &#039;&#039;Head&#039;&#039; Wound, you can spend 1 Reaction to gain a different Wound of the same Severity instead. You can also cause the Mask to be destroyed when you do so, to instead discard the Wound without gaining a different one.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body Pieces ===&lt;br /&gt;
&lt;br /&gt;
==== Battle-Skirt ====&lt;br /&gt;
&#039;&#039;8 Gold. Composite. Leather. Metal.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Accessory. Body.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A skirt of metal plates on leather that hangs from the waist, providing protection to the waist without limiting movement too much.&#039;&#039; If you take more than 4 Damage from a single source, you take 1 less Damage. You also gain a -1 Penalty to all Agility and Speed Checks you make on another Creature&#039;s Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brigandine ====&lt;br /&gt;
&#039;&#039;4 Gold. Composite. Leather. Metal.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Body. Defensive 1. Resistant +1 (Bludgeoning). Resistant +1 (Slashing).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A shirt made of leather with studs and plates of metal for added protection.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cape ====&lt;br /&gt;
&#039;&#039;2 Gold. Fabric.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Body. Accessory. Fabulous.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A glorious fashion statement that might get in the way more than you&#039;d like to admit.&#039;&#039; You gain a -1 penalty to all Agility and Speed Checks you make on another Creature&#039;s Turn. You can also spend 1 Reaction when you make an Intimidation Check to make the Check twice and use the higher Result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cloak ====&lt;br /&gt;
&#039;&#039;3 Gold. Fabric.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Accessory. Body. Hooded. Resistant +1 (Environment). Slowing 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A practical accessory often worn for its ability to protect from the elements, and sometimes worn for the subdued image it provides the wearer.&#039;&#039; You gain a +1 bonus to Stealth Checks, and your Movement is reduced by 1. All Items you are carrying on under the Cloak gain the Concealable Keyword.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cuirass ====&lt;br /&gt;
&#039;&#039;10 Gold. Metal. Plate.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Body. Defensive 2. Noisy 2. Slowing 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A shirt made up of a few large and heavy pieces of metal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fine Clothes ====&lt;br /&gt;
&#039;&#039;7 Gold. Fabric.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Accessory. Body. Fabulous. Slowing 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;An overcoat made of leather, with a similar appearance and feel as an apron.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fishing Coat ====&lt;br /&gt;
&#039;&#039;3 Gold. Leather.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Accessory. Body. Resistant +3 (Water). Slowing 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;An overcoat made of leather, with a similar appearance and feel as an apron.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fur Coat ====&lt;br /&gt;
&#039;&#039;3 Gold. Leather.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Accessory. Body. Fabulous Resistant +2 (Cold). Slowing 1. Vulnerable -2 (Fire).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;An overcoat made of leather, with a similar appearance and feel as an apron.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gambeson ====&lt;br /&gt;
&#039;&#039;7 Gold. Fabric.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Body. Defensive 1. Resistant +2 (Cold). Resistant +2 (Environment). Vulnerability -1 (Fire). Vulnerability -2 (Piercing).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Layers upon layers of fabric with some wool in between to provide protection from weapons and the elements.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hauberk ====&lt;br /&gt;
&#039;&#039;6 Gold. Mail. Metal.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Body. Defensive 1. Noisy 1. Resistant +2 (Slashing)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A shirt of hundreds of interwoven metal loops, providing both great protection, namely against cuts which get caught on the loops, and fairly decent mobility.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lamellar ====&lt;br /&gt;
&#039;&#039;6 Gold. Composite. Variable (Leather or Metal).&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Body. Defensive 1. Noisy 1. Resistant +2 (Bludgeoning)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A shirt of hundreds of individual plates of metal woven together, able to distribute heavy blows effectively across the armor.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Laminar ====&lt;br /&gt;
&#039;&#039;6 Gold. Composite. Metal.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Body. Defensive 1. Noisy 1. Resistant +2 (Piercing)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A shirt of many metal plates layered on each other to allow for protection and resistance against piercing.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jerkin ====&lt;br /&gt;
&#039;&#039;4 Gold. Leather.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Body. Resistant +2 (Bludgeoning). Resistant +2 (Fire). Resistant +2 (Piercing). Resistant +2 (Slashing).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A shirt of fire-retardant, boiled, and hardened leather.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Robe ====&lt;br /&gt;
&#039;&#039;5 Gold. Variable (Fabric or Hide)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Body. Fabulous. Hooded.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A long draping garment coming fit with a hood.&#039;&#039; Whenever you spend Energy, you gain that many additional Reactions this Round.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scarf ====&lt;br /&gt;
&#039;&#039;3 Gold. Fabric&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Body. Accessory. Fabulous. Resistant +1 (Cold). Vulnerable -1 (Fire).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A piece of fabric tied around the neck to look good and protect from the cold.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Vestments ====&lt;br /&gt;
&#039;&#039;4 Gold. Fabric.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Body. Accessory. Fabulous. Resistant +1 (Cold). Vulnerable -1 (Fire). Resistant +1 (Negative).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A priestly garb mainly made up of a ceremonial robe.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unholy Vestments ====&lt;br /&gt;
&#039;&#039;4 Gold. Fabric.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Body. Accessory. Fabulous. Resistant +1 (Cold). Vulnerable -1 (Fire). Resistant +1 (Positive).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A priestly garb mainly made up of a ceremonial robe.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Foot Pieces ===&lt;br /&gt;
&lt;br /&gt;
==== Gumboots ====&lt;br /&gt;
&#039;&#039;4 Gold. Leather.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Foot.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Standard boots made of leather, nice and resilient for travel.&#039;&#039; You can ignore up to 4 Spaces of Difficult Terrain each Turn while Walking through mud or water, and you gain a +1 Bonus to any Check you make to resist being thrown off of a Mount.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sabatons ====&lt;br /&gt;
&#039;&#039;6 Gold. Metal.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive 1. Foot. Slowing 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shoes made of metal, usually used while riding a mont to help protect the feet and stay hooked into the mount&#039;s stirrups.&#039;&#039; You gain 1 less Dash Point at the start of each of your Turns, and you gain a +1 Bonus to any Check you make to resist being thrown off of a Mount.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sandals ====&lt;br /&gt;
&#039;&#039;1 Gold. Leather.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Foot. Resistant +2 (Fire)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shoes made of leather soul, and leather straps for the foot to grab onto.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slippers ====&lt;br /&gt;
&#039;&#039;3 Gold. Fabric.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fabulous. Foot.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shoes made of fabric that are comfortable to wear and look stylish.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Socks ====&lt;br /&gt;
&#039;&#039;2 Gold. Fabric.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Accessory. Fabulous. Foot. Vulnerable -1 (Fire).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shoes made of fabric that are comfortable to wear and look stylish, usually worn under other shoes.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Traveler Boots ====&lt;br /&gt;
&#039;&#039;2 Gold. Leather.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Foot.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Standard boots made of leather, nice and resilient for travel.&#039;&#039; You can ignore up to 3 Spaces of Difficult Terrain each Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mountaineering Boots ====&lt;br /&gt;
&#039;&#039;3 Gold. Fabric. Leather. Metal.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Foot.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A pair of boots with fabric lining and tough metal spikes to assist in climbing.&#039;&#039; You can move normally for the first 6 Spaces you move while Climbing. If you are wearing both &#039;&#039;Mountaineering Boots&#039;&#039; and &#039;&#039;Climbing Gloves&#039;&#039;, instead, you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hand Pieces ===&lt;br /&gt;
&lt;br /&gt;
==== Climbing Gloves ====&lt;br /&gt;
&#039;&#039;3 Gold. Leather. Metal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A set of gloves with spikes in the palms to help grab onto rocks.&#039;&#039; You can move normally for the first 6 Spaces you move while Climbing. If you are wearing both &#039;&#039;Mountaineering Boots&#039;&#039; and &#039;&#039;Climbing Gloves&#039;&#039;, instead, you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fine Gloves ====&lt;br /&gt;
&#039;&#039;4 Gold. Fabric&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hand. Fabulous.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Gloves, often made of silk or fabric, that allow for very fine articulation.&#039;&#039; You take a +1 Bonus to any Dexterity Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gauntlets ====&lt;br /&gt;
&#039;&#039;5 Gold. Metal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A set of gloves with spikes in the palms to help grab onto rocks.&#039;&#039; If you would take exactly 1 Damage from an Attack, you instead take no Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mittens ====&lt;br /&gt;
&#039;&#039;1 Gold. Fabric&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hand. Fabulous. Resistant +2 (Cold)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fabric gloves that group the non-thumb fingers into a single compartment.&#039;&#039; You take a -2 Penalty to any Dexterity Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clothing Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Accessory.&#039;&#039;&#039; Can be worn with other pieces of clothing of the same type.&lt;br /&gt;
*&#039;&#039;&#039;Anonymity.&#039;&#039;&#039; Other Creatures cannot see your face.&lt;br /&gt;
*&#039;&#039;&#039;Body.&#039;&#039;&#039; This piece of clothing is worn on your torso and sometimes your legs. You cannot wear two or more pieces of clothing with this Keyword unless all but 1 of them has the &#039;&#039;Accessory&#039;&#039; Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Fabulous.&#039;&#039;&#039; [BENEFIT]&lt;br /&gt;
*&#039;&#039;&#039;Foot.&#039;&#039;&#039; This piece of clothing is worn on your feet. You cannot wear two or more pieces of clothing with this Keyword unless all but 1 of them has the &#039;&#039;Accessory&#039;&#039; Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Hand.&#039;&#039;&#039; This piece of clothing is worn on one or both of your hands. You cannot wear two or more pieces of clothing with this Keyword unless all but 1 of them has the &#039;&#039;Accessory&#039;&#039; Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Head.&#039;&#039;&#039; This piece of clothing is worn on your head and/or face. You cannot wear two or more pieces of clothing with this Keyword unless all but 1 of them has the &#039;&#039;Accessory&#039;&#039; Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Hooded.&#039;&#039;&#039; The piece of clothing comes with a hood, which you can pull up, or pull of by spending 1 Action. While the hood is up you gain a +1 Bonus to your Stealth Checks, you gain a -2 Penalty to your Search Checks, and the piece of clothing gains the &#039;&#039;Anonymity&#039;&#039; Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Noisy.&#039;&#039;&#039; You gain a Penalty to Stealth Checks you make equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Resistance to the Trait listed with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Variable.&#039;&#039;&#039; Choose one of the options in the parentheses listed with the Keyword when you purchase or gain the Item. This choice might be made the GM depending on the circumstances.&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a Weakness to the Trait listed with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adventuring Gear ==&lt;br /&gt;
&lt;br /&gt;
==== Battle Standard ====&lt;br /&gt;
&#039;&#039;6 Gold, One-Handed&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 Reaction to allow an Ally to Reroll a Defense Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== War Horn ====&lt;br /&gt;
&#039;&#039;4 Gold, One-Handed, Audible&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 Action to blow the horn and make an Intimidation Check. All Foes within a number of Spaces up to your Might make a Contesting Grit Check. If you succeed, that Foe gains the &#039;&#039;Disoriented&#039;&#039; Glancing Wound. When you blow the horn, Creatures up to approximately 1 Kilometer away can hear it (depending on terrain, this could be longer or shorter).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunting Trap ====&lt;br /&gt;
&#039;&#039;4 Gold, Consumable, Trap.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Bundled (3). You can spend 1 Action to set up a trap in an adjacent empty Space. When a Creature enters a Space containing the trap, they make a Defense Roll using Might or Speed (Target&#039;s Choice) against an Attack Roll of 7.&amp;lt;br&amp;gt;&lt;br /&gt;
A Creature can also spend 2 Actions to attempt to hide the set-up trap, making a Dexterity Check. Any Creature whose Search Bonus is less than the Dexterity Check&#039;s result can no longer see the trap unless they take specific acts to investigate the area. &#039;&#039;(If you spend 1 minute attempting to hide the trap, maximize your Dexterity Check.)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Feats =&lt;br /&gt;
&lt;br /&gt;
==== Expanded Lineage ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Traits !! Repeatable&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || Example || Repeatable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Origin ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Origin !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Fae || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Resolve Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Resolve, and targets the Foe&#039;s choice of Might or Resolve, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Resolve, target&#039;s the Foe&#039;s choice of Agility or Instinct, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
Druids are mages that use the power of nature, often support, but can do some decent elemental damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Druid Invocations ====&lt;br /&gt;
&#039;&#039;1st Level Druid Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain 3 Druid Invocations.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Druid Circle ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Druid Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Druid Circle that represents the way you&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Druid Circles !! Complexity Level !! Circle Description&lt;br /&gt;
|-&lt;br /&gt;
| Circle of the Aegis || Example || Focuses on protection.&lt;br /&gt;
|-&lt;br /&gt;
| Circle of the Arcane || Example || Focuses on spells&lt;br /&gt;
|-&lt;br /&gt;
| Circle of the Form || Example || Focuses on chaining into animals.&lt;br /&gt;
|-&lt;br /&gt;
| Circle of the Rancher || Example || Focuses on pacifying and taming animals.&lt;br /&gt;
|-&lt;br /&gt;
| Circle of the Something || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid Invocations ===&lt;br /&gt;
&lt;br /&gt;
==== Druidic Linguistics ====&lt;br /&gt;
&#039;&#039;Druid Invocation&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Druids have many forms of communication taught to them during basic training.&#039;&#039; You can communicate verbally with &#039;&#039;Beasts&#039;&#039;, and you learn Druidic.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Naturalistic Regeneration ====&lt;br /&gt;
&#039;&#039;Druid Invocation. Spell.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the &#039;&#039;Naturalistic Regeneration&#039;&#039; Spell:&lt;br /&gt;
*&#039;&#039;&#039;Naturalistic Regeneration.&#039;&#039;&#039; &#039;&#039;Area. Magic. Primal. Spell.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You learn how to cause healing energy to disperse in a wave around you.&#039;&#039; You can spend 2 Actions to cause all Allies within 3 Meters of you regain 2d4 HP. You can also spend Energy up to your Instinct to allow one Ally within Range to attempt to Recover from a Glancing Wound or Passing Fear for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger Disciplines ===&lt;br /&gt;
Here is the list of Ranger Disciplines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Growing Skill ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have studied a variety of more niche topics to become more of a generalist.&#039;&#039; You gain 2 Skill and/or Tool Proficiencies of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Arcana ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the primal magic of the Wardens to more effectively fight.&#039;&#039; Choose one of the &#039;&#039;Spells&#039;&#039; the Warden gets from their Nature&#039;s Magic Feature, you gain that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Agility ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have practiced many varieties of traversing the area around you.&#039;&#039; You can Climb and Swim.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roving ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have built up an instinctual movement to bound at quicker speed.&#039;&#039; Your Movement increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are ever-watchful, for a ranger is rarely caught of guard.&#039;&#039; You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 or spend 1 Energy to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Instinct.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rogue Knacks ====&lt;br /&gt;
&#039;&#039;2nd Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Every Rogue uses their own set of tools, making no two Rogues the same.&#039;&#039; Choose 2 Rogue Knacks to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue Knacks ===&lt;br /&gt;
&#039;&#039;Fluff&#039;&#039; [Ideas: Uncanny Dodge, Steady Aim, Thieve&#039;s Cant]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Steady Aim ====&lt;br /&gt;
&#039;&#039; Rogue Knack&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can steady your breath and body to shoot a shot true.&#039;&#039; You can spend 1 Action to increase the Die Size of all Ranged Attacks you make until the start of your next Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
You smart.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; &#039;&#039;Energy sits in the palm of your hand, and can be used in anyway you wish.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Resolve, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; &#039;&#039;Ice and frost heeds your call, freezing what you wish creeping through foes.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Resolve Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.&lt;br /&gt;
:You can spend 1-3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; &#039;&#039;Fire and flame heed your call, striking in a flaming nova and roasting your enemies.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Resolve Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1-3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Resolve.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Resolve &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Resolve, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Resolve.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Resolve Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one of the following Spells.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Storming Bloodline ====&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Soul of the Winds ====&lt;br /&gt;
&#039;&#039;1st Level Storming Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Environment Resistance 2, you learn Elemental, and you when you take Lightning Damage, your Defense Die increases by 2 Steps until the end of your next Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Storming Spells ====&lt;br /&gt;
&#039;&#039;1st Level Storming Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain 1 of the following Spells:&lt;br /&gt;
*&#039;&#039;&#039;Conjure Tempest.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Environment.&#039;&#039; You can spend 2 Actions to create a raging tempest that surrounds you, emanating out to a Range of 3 Meters and lasts for 1 Hour. This area is Difficult Terrain, and all Creature&#039;s in the area have their Defense Die increased by 1 Step. You can also spend 1 Action while the tempest is active to call a lightning bolt, targeting a Space in the tempest, all Creatures within 1 Meter of that Space takes 1 Damage, and a Creature in the Space takes 1d8 Damage (Defended by Might or Instinct, Target&#039;s choice). You can also spend Energy up to your Resolve to increase the Range of this tempest by 1 Space for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
Many different kinds of summoners have many different machines and factories with machines in them so they can make a lot of products real fast.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Summoner Bond ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Summoner Feature&#039;&#039;&lt;br /&gt;
You choose a Summoner Bond from the following table which represents the Creatures or Crerature you summon to aid you in battle and your daily life.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Summoner Bond !! Complexity Level !! Bond Description&lt;br /&gt;
|-&lt;br /&gt;
| Bond of Beasts || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Bond of Constructs || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Bond of Dragons || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Bond of Spirits || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Bond of Undeath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summoner Bonds ==&lt;br /&gt;
fluff&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bond of Undeath ===&lt;br /&gt;
You summon zombies.&lt;br /&gt;
&lt;br /&gt;
==== Summon Undead ====&lt;br /&gt;
&#039;&#039;1st Level Bond of Undeath Feature.&#039;&#039;&lt;br /&gt;
&#039;&#039;Death answers your call and you can manipulate it.&#039;&#039; You can spend 3 Actions while adjacent to a corpse to animate it as either a Zombie or a Skeleton which you command. You can have a number of these under your control at any given time equal to your Resolve. As a Free Action, you can release any Zombie or Skeleton under your control from this feature, causing it to act as a standard zombie or skeleton as appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 Action to cause all Zombies and Skeletons under your control to either take the Attack or Move Action. All Zombies and Skeletons take the same Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Body Block ====&lt;br /&gt;
&#039;&#039;1st Level Bond of Undeath Feature.&#039;&#039;&lt;br /&gt;
&#039;&#039;You can literally have your zombies body-block for you.&#039;&#039; When a Creature is targeted by an Attack or Feature, if that Creature is adjacent to one of the Zombies or Skeletons under your control from your Summon Undead feature, you can spend 1 Reaction to cause that Attack or Feature to target that Zombie or Skeleton instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Swashbuckler Flourishes ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;All Swashbucklers have their own bag of tricks and flair to impress their allies and frighten their foes.&#039;&#039; Gain 3 Swashbuckler Flourishes.&lt;br /&gt;
&lt;br /&gt;
=== Panache Flourishes ===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bladebound Flourish ====&lt;br /&gt;
&#039;&#039;Swashbuckler Flourish.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your parries and dodges lead into more advantageous strikes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Earning Panache:&#039;&#039;&#039; When you take no Damage from an Attack, you gain 2 Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spending Panache:&#039;&#039;&#039; When you deal Damage with an Attack, you can spend Panache up to your Resolve, dealing additional Damage equal to the Panache spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bounding Flourish ====&lt;br /&gt;
&#039;&#039;Swashbuckler Flourish.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Earning Panache:&#039;&#039;&#039; You can spend 2 Actions to roll a d10, gaining Movement equal to the result up to your Agility, also you gain Panache equal to the excess.&lt;br /&gt;
&#039;&#039;&#039;Spending Panache:&#039;&#039;&#039; When a Foe moves adjacent to you, you can spend 1 Reaction and Panache up to your Resolve, moving that many Spaces immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expediant Flourish ====&lt;br /&gt;
&#039;&#039;Swashbuckler Flourish.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You learn to use your alacrity and instincts interchangably.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Earning Panache:&#039;&#039;&#039; You can spend a number of Initiative Points up to your Spirit, gaining a number of Panache equal to the number spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spending Panache:&#039;&#039;&#039; You can spend a number of Panache up to your Spirit, gaining a number of Initiative Points equal to the number spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wayfarer ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all those who wander are lost.&#039;&#039; You Dash using your highest Stat, rather than your Speed &#039;&#039;(i.e., you gain movement points at the start of your Turn equal to your highest Stat)&#039;&#039;. In addition, you can also ignore a number of spaces of Difficult Terrain each Turn up to your Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ever Aware ====&lt;br /&gt;
&#039;&#039;2nd Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a Perception Check to find potential threats, make the Check twice and use the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Good Samaritan ====&lt;br /&gt;
&#039;&#039;2nd Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the Good Samaritan Spell. (15ft Range, heals HP and target can try recover from Wound, requires Energy to use maybe, or does energy just enhance it?)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Traveler Style ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Traveler Style from the following table which represents the different mannerisms and abilities you developed to best travel in your preffered.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traveler Style !! Complexity Level !! Style Description&lt;br /&gt;
|-&lt;br /&gt;
| Caravaneering Soldier&#039;s Style || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Expiditious Explorer&#039;s Style || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Itinerant Priest&#039;s Style || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Scenic Pioneer&#039;s Style || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| World Shaper&#039;s Style || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Resolve. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Resolve Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Instinct.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; Gain 1 of the following Spells.&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;s Armaments.&#039;&#039;&#039; &#039;&#039;Magic. Primal. Spell.&#039;&#039; &#039;&#039;The magic of the wilds never lets you fight empty-handed.&#039;&#039; You can spend 1 Action to summon a Weapon or Shield of your choice in one or two of your empty Hands. This Weapon also gains the Magic Trait. The Item lasts until you dismiss it by spending 1 Action. You can only have a number of these Weapons at once up to your Instinct.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;s Mend.&#039;&#039;&#039; &#039;&#039;Healing. Magic. Primal. Spell.&#039;&#039; &#039;&#039;You can use primal magic to assist your allies in their recovery.&#039;&#039; You can spend 1 Action to imbue primal healing magic into an Ally within your Reach. They Heal 1d6 HP.&lt;br /&gt;
:You can also spend 1 Energy to allow them to attempt to Recover from one of their Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;s Shield.&#039;&#039;&#039; &#039;&#039;Magic. Primal. Spell.&#039;&#039; &#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to increase your Defense Die by 1 Step for that Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;s Shield.&#039;&#039;&#039; &#039;&#039;Magic. Primal. Spell.&#039;&#039; &#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you, dealing 1d4 + Instinct Damage to them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Refined Through Steel ====&lt;br /&gt;
&#039;&#039;2nd Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your primal arcana has been refined through your weaponry.&#039;&#039; After every Rest, choose 2 of the following Spells to gain until the end of your next Rest.&lt;br /&gt;
*&#039;&#039;&#039;Primal Arrows.&#039;&#039;&#039; When wielding an Item with the &#039;&#039;Bow Trait&#039;&#039;, you can spend 2 Actions to fire a primal arrow in a straight 5 Meter Line. All Creatures in this Line take 2d6+Instinct Damage (Defended with Agility, Instinct, or Lore, target&#039;s choice). You can spend Energy up to your Instinct to extend the Range of this Line by 5 Meters for each Energy spent.&lt;br /&gt;
*&#039;&#039;&#039;Primal Precision.&#039;&#039;&#039; When wielding an Item with the &#039;&#039;Knife Trait&#039;&#039;, you can spend 2 Actions to stab a Creature in your Reach with exact precision, enhanced by primal magic. Make an Attack with the Item as normal, adding the &#039;&#039;Magic Trait&#039;&#039;. If the target takes any Damage from this Attack, it gains 2 Glancing Wounds. You can spend 1 Energy to cause the target to gain 1 Passing Fear.&lt;br /&gt;
*&#039;&#039;&#039;Primal Cleave.&#039;&#039;&#039; When wielding an Item with the &#039;&#039;Axe Trait&#039;&#039;, you can spend 2 Actions to cause primal magic to heighten your centrifugal force. Make an Attack with the item as normal, adding the &#039;&#039;Magic Trait&#039;&#039;, against all Creatures within the Weapon&#039;s Reach. You can spend 1-3 Energy to increase your Defence Die by 1 Step for each Energy spent until the start of your next Turn.&lt;br /&gt;
*&#039;&#039;&#039;Primal Crush.&#039;&#039;&#039; When wielding an Item with the &#039;&#039;Hammer Trait&#039;&#039;, you can spend 2 Actions to invest primal magic into a heightened swing. Make an Attack as normal with normal, adding the &#039;&#039;Magic Trait&#039;&#039;. Reduce the Target&#039;s Defense Die to 1 for this Attack. You can spend Energy up to your Instinct, adding 1d4 to your Attack for each Energy spent.&lt;br /&gt;
*&#039;&#039;&#039;Primal Thrust.&#039;&#039;&#039; The sword one&lt;br /&gt;
*&#039;&#039;&#039;Primal Spin.&#039;&#039;&#039; When wielding an Item with the &#039;&#039;Club Trait&#039;&#039;, you can spend 2 Actions to begin twirling it in a defensive rhythm, increasing your Defense Die by 2 Steps. Next Attack you make with that Weapon before the end of your next Turn gains the &#039;&#039;Magic Trait&#039;&#039; and you add a d4 to the Attack. You can spend Energy up to your Instinct, increasing either your Defense Die or adding an additional d4 for each Energy Spent.&lt;br /&gt;
*&#039;&#039;&#039;Primal Block.&#039;&#039;&#039; The Shield one&lt;br /&gt;
*&#039;&#039;&#039;Primal Savagery.&#039;&#039;&#039; You can spend 2 Actions to make an Attack with a Weapon you have with the &#039;&#039;Natural Trait&#039;&#039;. Increase the Attack Die by 2 Steps. You can also spend 1-3 Energy, adding a Keyword of your choice to the Attack for each Energy Spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
Warlocks have made a pact with an otherworldly being to gain power, sometimes at the expense of part of the warlock.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warlock Pact ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warlock Pact from the following table which represents the otherworldly being that you&#039;ve bound yourself to.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warlock Pact !! Complexity Level !! Pact Description&lt;br /&gt;
|-&lt;br /&gt;
| Pact of the Aberrant || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Pact of the Angel || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Pact of the Dragon || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Pact of the Faelord || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Pact of the Soulblade || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Arcana ====&lt;br /&gt;
&#039;&#039;1st Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gain one of the following Spells:&lt;br /&gt;
*&#039;&#039;&#039;Detonate.&#039;&#039;&#039; &#039;&#039;Area. Magic. Single-Target. Spell.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged (4). You can spend 2 Actions target a Foe which makes a Might Check contested by your Resolve. If you Succeed, the target, and all Foes within a number of Spaces of the target up to your Resolve take 2d4 Damage (Defended by Might). You can spend 1-3 Energy when you cast this Spell to add a d4 to the Damage for each Energy Spent.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you cast this Spell, add one of the Traits from another Spell you know to this Spell.&lt;br /&gt;
*&#039;&#039;&#039;Lifesteal.&#039;&#039;&#039; &#039;&#039;Magic. Negative. Single-Target. Spell.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Melee. You Deal 1d6 + Resolve Damage (Defended by Might) to an Adjacent Foe and you regain HP equal to the Damage you dealt. If you kill a Creature with this Spell, you can attempt to Recover from one of your Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warlock Bargain ====&lt;br /&gt;
&#039;&#039;1st Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gain one Warlock Bargain who&#039;s prerequisites you meet.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Warlock Bargains ===&lt;br /&gt;
&lt;br /&gt;
==== Memories Lost ====&lt;br /&gt;
&#039;&#039;Warlock Bargain. Price.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You make a deal with your patron to sacrifice your memories.&#039;&#039; At the end of a Rest, you lose all detail about your memories since your last Rest, for example, you&#039;d remember that you began a quest or you went to the king&#039;s court, but not remember the detail of your interaction with the king or nature of your quest. You can spend 1 Minute and 1 Energy meditating to learn to recall exact details about 1 Hour that either you, or a Creature you have killed, has ever experienced. You retain this detailed memory until the end of your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Reaching Power ====&lt;br /&gt;
&#039;&#039;Warlock Bargain.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your arcana begins to push beyond its normal boundaries.&#039;&#039; Your Spells with the &#039;&#039;Melee&#039;&#039; Keyword lose that keyword and instead gain the &#039;&#039;Ranged (Resolve)&#039;&#039; Keyword.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pact of the Soulblade ===&lt;br /&gt;
You have bound yourself with a weapon that feeds off of the souls of those you slay with it. These weapons desire to stalk their victims by preparing for their demise before hand, to make the killing so much sweeter and powerful.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Soulblade ====&lt;br /&gt;
&#039;&#039;1st Level Pact of the Soulblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain a Soulblade, the being you have made a pact with, to use in combat.&#039;&#039; At the end of each Rest, you choose the type of Weapon that your Soulblade takes the form of until your next Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 Action to summon the Weapon to one of your empty hands. It acts as the Weapon you chose at the end of your previous Rest, and it also gains the &#039;&#039;Magical&#039;&#039; Trait and Resolve as an Attack Stat. The Soulblade dissipates at the end of a Round if you are not holding it, or if you spend 1 Action to dismiss it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Soulblade Arcana ====&lt;br /&gt;
&#039;&#039;1st Level Pact of the Soulblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your Soulblade shares with you some of the arcane power it has.&#039;&#039; Choose one of the following Spells:&lt;br /&gt;
*&#039;&#039;&#039;Elemental Infusion.&#039;&#039;&#039; &#039;&#039;Elemental. Magic. Single-Target. Spell.&#039;&#039; At the end of a Rest, choose one of the following: Acid, Air, Cold, Earth, Fire, Lightning, Poison, Sonic, Water. This Spell gains the Trait you chose until your next Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend 1 Action to imbue your Soulblade with energy, adding a d8 to the Weapon&#039;s next Attack this Turn as well as the Trait you chose at the end of your previous Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Blade&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mirror Blade&#039;s League ===&lt;br /&gt;
Mirror Blades can produce copies of themselves to better fight on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Mirror Image ====&lt;br /&gt;
&#039;&#039;3rd Level Mirror Blade&#039;s League Feature&#039;&#039;&lt;br /&gt;
&#039;&#039;Mirror Blades are denoted in combat by their namesake, they create duplicates of themselves to overwhelm their foes.&#039;&#039; By spending 1 Action, you can create a Mirror Image of yourself in a Space adjacent to you. This Mirror Image is an obvious facsimile, taking on an obvious quality of being false, such as being blue and translucent, or phasing in and out of existance. When take the Attack Action, you can instead Attack from your Mirror Image&#039;s Space, and you can use your Attack of Opportunity Feature as if you were in it&#039;s Space as well.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you gain Movement Points, it gains the same amount of Movement Points as well. It lasts until it takes Damage, it uses your Stats and Defense Die for any Checks or Defense, or you Dismiss it by spending 1 Action. You can only have a single Mirror Image active at once, unless you spend 1 Energy to create an additional one.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
Study Study&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Wonders of Wizardry ====&lt;br /&gt;
&#039;&#039;1st Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through incredible study you have learnt a variety of ways to manipulate the latent magical essense in the world around you.&#039;&#039; Choose 4 of the following Spells. (add defendy spell later)&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Arcane Blast.&#039;&#039;&#039; &#039;&#039;Arcane. Magic. Spell.&#039;&#039; &#039;&#039;You gather the latent arcane power around you into a single beam of destructive force.&#039;&#039; You can spend 1 Action to shoot a blast of arcane energy at a Foe within 8 Meters, which deals 1+Lore+Lore Damage, defended by Might, Instinct, or Spirit (Target&#039;s Choice). You can spend 1-3 Energy to increase the Range of this Spell by 4 Meters per Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Arcane Wave.&#039;&#039;&#039; &#039;&#039;Arcane. Magic. Spell.&#039;&#039; &#039;&#039;You expel the latent arcane power around you with great force, injuring those around you.&#039;&#039; You can spend 1 Action to cause a wave of arcane energy to eminate out from you, dealing 1d4 + Lore Damage to all Creatures adjacent to you, defended by Might or Spirit (Target&#039;s Choice). You can spend 1-3 Energy to increase the Attack Die by 1 Step per Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Arcane Missiles.&#039;&#039;&#039; &#039;&#039;Arcane. Magic. Spell.&#039;&#039; &#039;&#039;You conjure a few darts of arcane force and fling them at your foes.&#039;&#039; You can spend any number of Actions to conjure that many darts of magical energy. Roll a d4 and add your Lore, each dart deals that much Damage and is defended by Might, but the Target does not use a Defense Die for this. You can direct a dart at a Foe within 6 Meters. You can spend 1-3 Energy to increase the Range of the darts by 4 Meters per Energy Spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Detonating Orb.&#039;&#039;&#039; &#039;&#039;Arcane. Burst. Magic. Spell.&#039;&#039; &#039;&#039;You conjure an unstable orb of elemental energy which bursts on impact.&#039;&#039; Every time you cast this Spell, it gains one of the following Traits for that casting: Acid, Air, Cold, Earth, Fire, Lightning, Poison, Sonic, Water. You can spend 2 Actions to throw an orb of destructive and elemental force at a Space within 6 Meters. All Creatures within 1 Meter of that Space take 1d4+Lore Damage, defended by Might or Agility (Target&#039;s Choice). You can spend any amount of Energy, adding a Trait from the prior list to the Spell or increasing the area of the Spell by 1 Meter per Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Spellbind.&#039;&#039;&#039; &#039;&#039;Arcane. Magic. Spell.&#039;&#039; &#039;&#039;You bend the arcana of nearby spellwork, serving as a beacon or anchor for the spell to redirect itself to. Very useful for snatching up enemy buffing spells. Slightly less useful when becoming the target of friendly harmful spells.&#039;&#039; 1 Reaction: When another Creature is Targeted by a Spell, if you could be the Target of the Spell, you can become the Spell’s Target. You can spend 1 Energy to instead change the Target of that Spell to any Creature adjacent to you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wizard School ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Wizard School from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| School of Circlets || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of Orbs || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of Staves || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of Tomes || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of Wands || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Micah Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d8&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*Lore: 1&lt;br /&gt;
*Instinct: 4&lt;br /&gt;
*Resolve: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Instinct or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Instinct: 1&lt;br /&gt;
*Resolve: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Instinct or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton ===&lt;br /&gt;
&#039;&#039;Undead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 1 Might || 3 Agility || 0 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0 Lore || 1 Instinct || 0 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;12 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;3 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;0 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; Skeletons usually carry around bows in the wild, though they can be seen using almost any variety of Item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaknesses.&#039;&#039;&#039; Bludgeoning/Concussive 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances.&#039;&#039;&#039; Slashing 2, Poison 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immunities.&#039;&#039;&#039; Inhaled, Ingested&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zombie ===&lt;br /&gt;
&#039;&#039;Undead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 4 Might || 0 Agility || 0 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0 Lore || 1 Instinct || 0 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;13 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;0 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; Zombies usually carry around nothing, or some swords and shields, but they can be seen using any Weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances.&#039;&#039;&#039; Poison 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immunities.&#039;&#039;&#039; Inhaled, Ingested&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Zerg ==&lt;br /&gt;
&lt;br /&gt;
=== Baneling ===&lt;br /&gt;
&#039;&#039;Acid. Zerg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 0 Might || 1 Agility || 4 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0 Lore || 2 Instinct || 1 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;6 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;0 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&#039;&#039;&#039;Explosive.&#039;&#039;&#039; When the Baneling dies, it explodes, dealing 2d4+2 &#039;&#039;Acid&#039;&#039; &#039;&#039;Burst&#039;&#039; Damage (defended with Might to all adjacent Creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactive.&#039;&#039;&#039; When the Baneling in the area of &#039;&#039;Burst&#039;&#039; effect, it dies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burrow.&#039;&#039;&#039; The Baneling can burrow and unborrow by spending 1 Action each, while burrowed, the Baneling is Invisible. hile Burrowed, the Baneling cannot Move or Attack.&lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Explode.&#039;&#039;&#039;&#039;&#039; The Baneling dies.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creep Tumor ===&lt;br /&gt;
&#039;&#039;Creep. Zerg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 2 Might || 0 Agility || 0 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0 Lore || 0 Instinct || 0 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;6 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;0 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&#039;&#039;&#039;Imperceptible.&#039;&#039;&#039; The Creep Tumor is Invisible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creep Production.&#039;&#039;&#039; At the start of every Round, Creep spreads 1 Space further.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creep.&#039;&#039;&#039; &#039;&#039;Zerg&#039;&#039; on Creep increase their Movement and Dash by 2.&lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;3 Action: Spread Creep.&#039;&#039;&#039;&#039;&#039; The Creep Tumor creates an additional Creep Tumor in a Space within 15 Meters.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hydralisk ===&lt;br /&gt;
&#039;&#039;Zerg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 1 Might || 4 Agility || 1 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 1 Lore || 3 Instinct || 2 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;8 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;1 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burrow.&#039;&#039;&#039; The Hydralisk can burrow and unborrow by spending 1 Action each, while burrowed, the Hydralisk is Invisible. While Burrowed, the Hydralisk cannot Move or Attack.&lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Frenzy.&#039;&#039;&#039;&#039;&#039; Until the end of the Hydralisk&#039;s next Turn, it can spend 2 Actions to make 3 Attakcs with its Spine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Hydriolic Bile.&#039;&#039;&#039;&#039;&#039; 1d8 + 4 (Agility) Range Attack (6 Meters), targeting Agility, or Instinct (Target&#039;s Choice)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Queen ===&lt;br /&gt;
&#039;&#039;Large. Zerg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 3 Might || 2 Agility || 2 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 2 Lore || 3 Instinct || 2 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;8 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burrow.&#039;&#039;&#039; The Queen can burrow and unborrow by spending 1 Action each, while burrowed, the Queen is Invisible. While Burrowed, the Queen cannot Move or Attack.&lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;2 Actions: Spawn Creep Tumor.&#039;&#039;&#039;&#039;&#039; The Queen lays a Creep Tumor on the ground in an adjacent Space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Rapid Transfusion.&#039;&#039;&#039;&#039;&#039; The Queen restores 2d4+2 HP to an Ally within 6 Meters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Claws.&#039;&#039;&#039;&#039;&#039; 1d8 + 3 (Might) Melee Attack, Reach, targeting Agility, Speed, or Resolve (Target&#039;s Choice)&amp;lt;br&amp;gt;&lt;br /&gt;
- &#039;&#039;Slashing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Spine.&#039;&#039;&#039;&#039;&#039; 1d8 + 3 (Instinct) Ranged Attack (6 Meters), targeting Might, Lore, or Instinct (Target&#039;s Choice)&amp;lt;br&amp;gt;&lt;br /&gt;
- &#039;&#039;Piercing.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roach ===&lt;br /&gt;
&#039;&#039;Zerg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 3 Might || 1 Agility || 2 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0 Lore || 2 Instinct || 1 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;7 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;3 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;1 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burrow.&#039;&#039;&#039; The Roach can burrow and unborrow by spending 1 Action each, while burrowed, the Roach is Invisible. While Burrowed, the Roach cannot Attack.&lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Hydriolic Bile.&#039;&#039;&#039;&#039;&#039; 1d6 + 2 (Instinct) Range Attack (4 Meters), targeting Speed, or Lore (Target&#039;s Choice)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zergling ===&lt;br /&gt;
&#039;&#039;Zerg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 1 Might || 2 Agility || 4 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0 Lore || 3 Instinct || 1 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;0 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burrow.&#039;&#039;&#039; The Zergling can burrow and unborrow by spending 1 Action each, while burrowed, the Zergling is Invisible. While Burrowed, the Zergling cannot Move or Attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiny.&#039;&#039;&#039; Zerglings only have 1 Actions per Turn, but get 4 Dash Points at the start of each of their Turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming.&#039;&#039;&#039; While Attacking a Foe, for every 3 &#039;&#039;Zerg&#039;&#039; adjacent to the Target, the Zergling adds a d4 to its Attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vulnerability.&#039;&#039;&#039; Lemon 1,000&lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Morph.&#039;&#039;&#039;&#039;&#039; The Zergling curls up into a an egg with 4 Might, 0 in all other Stats, 20 HP, and a 2d6 Defense Die. After 2 Turns, the egg hatches, turning into a Baneling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Claw.&#039;&#039;&#039;&#039;&#039; 1d4 + 4 (Speed) Melee Attack, targeting Might, Agility, or Resolve (Target&#039;s Choice)&amp;lt;br&amp;gt;&lt;br /&gt;
- &#039;&#039;Slashing.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4128</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4128"/>
		<updated>2023-03-18T00:22:54Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Traveler */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Currently Ready to go Classes and Lineages ===&lt;br /&gt;
==== Lineages ====&lt;br /&gt;
*Behemon&lt;br /&gt;
*Dwarf&lt;br /&gt;
*Elf&lt;br /&gt;
*Hobbit&lt;br /&gt;
*Human &lt;br /&gt;
*Saurian &lt;br /&gt;
*Skinchanger&lt;br /&gt;
&lt;br /&gt;
==== Classes ====&lt;br /&gt;
*Ranger &lt;br /&gt;
*Rogue &lt;br /&gt;
*Sorcerer &lt;br /&gt;
*Summoner&lt;br /&gt;
*Swashbuckler&lt;br /&gt;
*Traveler &lt;br /&gt;
*Vanguard &lt;br /&gt;
*Warden &lt;br /&gt;
*Warrior &lt;br /&gt;
*Wizard&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points, equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Instinct.&#039;&#039;&#039; Instinct is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Instinct, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Resolve.&#039;&#039;&#039; Resolve is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets equal to their Resolve.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1-1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-3D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Instinct, Free, Free || Free || Creole, Beastian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Instinct for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beastian Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Beastian, Level 1 || N/A || Beastian, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been taught the ancient art of the hunt by your ancestors.&#039;&#039; You gain Beastian Lore as well as well as two of either Chase, Stealth, or Tracking Proficiency.&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Instinct, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Behemon, Level 1 || N/A || Behemon, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Behemon Lore as well as two of either Endurance, Intimidation, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Resolve, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Resolve to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Resolve Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Resolve, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Instinct, Resolve, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Resolve or Instinct instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Resolve to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Resolve. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Resolve when using the Poisoner&#039;s Kit instead of Might or Instinct.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adaptive ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Between inborn skill and natural physiology, Humans are easily able to adapt to any environment.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Man ====&lt;br /&gt;
&#039;&#039;Human Feature. Destiny.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The true fate of men is yet to be revealed; a destiny which shall overshadow even the elder races.&#039;&#039; You gain +1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Human Kins represent the different physiological forms that Humans can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bree-lander ====&lt;br /&gt;
&#039;&#039;Human Kin. Desire.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of simple desires, the men of Bree and the surrounding areas are almost Hobbitish, after a fashion.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the &#039;&#039;Emotion Trait&#039;&#039; to ignore that Fear instead. When you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dúnedain ====&lt;br /&gt;
&#039;&#039;Human Kin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;… The Dúnedain were lords of long life, great power, and wisdom …&amp;quot;.&#039;&#039; When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse-lord ====&lt;br /&gt;
&#039;&#039;Human Kin. Speech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They are proud and willful, but they are true-hearted, generous in both thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years …&amp;quot; - Aragorn, the Two Towers.&#039;&#039; You can communicate with horses and similar creatures as if you shared a common language.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Northmen ====&lt;br /&gt;
&#039;&#039;Human Kin. Training.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Citizens of the White Tower and its lands, the Men of the South are known for their call to arms.&#039;&#039; After you perform an Attack, you gain one Martial Opportunity stack, which lasts until the start of your next turn. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction and spend a Martial Opportunity stack to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Man&#039;s Resolve ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Through training, you have learnt how to better control your feelings.&#039;&#039; You gain Emotion Resistance 3 and Mental Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the West ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Auditory, Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising.&amp;quot; - Legolas, The Return of the King.&#039;&#039; You, and any allies who can see or hear you, can use Resolve instead of Instinct or Lore when defending or when resisting Fear or Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Instinct/Resolve/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency,&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Instinct, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primeval ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Primeval Saurians have tougher scales, are larger, and are akin to dinosaurs.&#039;&#039; Your Size increases by 1, and your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lineage Feats ====&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Saurian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Acidic Glands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Saurian, Level 1 || 2 || Acid || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have acidic glands in your mouth which you can use in combat.&#039;&#039; You can spend 2 Actions to spray Acid in a 3 Meter Cone, dealing 2d4 + Might Damage defended by Might or Instinct (Target&#039;s Choice).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Instinct, Free || Resolve || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter&#039;s Instincts ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Instinct || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your natural instincts to hunt manifest themselves both in your bestial form and your mannish shape.&#039;&#039; While in Humanoid Form, you gain Trap Lore Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round when you take the Move or Hide action while in Animal Form, you can take the Search action for free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Packleader ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Tactic, Leadership || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are a born leader of those whom you deem your packmates.&#039;&#039; While you are in Humanoid Form, you and allies who can hear you gain +1 to any Stealth checks you make.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each Round in combat while you are in Beast Form, you and all adjacent allies can move a number of spaces up to your Instinct.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mages&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
Your History is the legacy of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 History Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 History Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 History Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 History Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 History Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 History Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 History Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 History Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Resolve increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Destiny =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Almighty Archmage ====&lt;br /&gt;
&#039;&#039;1 Destiny Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Magic power flows through you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gaining Fate:&#039;&#039;&#039; Whenever your party first gains a Magic Item (through a manner other than spending Fate), or you gain a Spell for the first time, you gain 1 Fate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spending Fate:&#039;&#039;&#039; You can spend 1 Fate to cast any Spell another Hero of your Level could.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk.&#039;&#039;&#039; There are a lot of Spells in the game, it could make sense to choose a few signature Spells for your Hero to not be overwhelmed with choice every time you use this Destiny&#039;s &#039;&#039;&#039;Spending Fate&#039;&#039;&#039; feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vengeful Vindicator ====&lt;br /&gt;
&#039;&#039;1 Destiny Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If you are crossed, you will fight back, and you aim to end betrayal in the world, by any means necessary.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gaining Fate:&#039;&#039;&#039; When you claim retribution and claim justice against someone who has wronged you, you gain 1 Fate.&lt;br /&gt;
&#039;&#039;&#039;Spending Fate:&#039;&#039;&#039; When you gain a Wound or Fear, you can spend 1 Fate to cause the Creature that dealt it to you to gain a Wound or Fear respectively.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legendary Collector ====&lt;br /&gt;
&#039;&#039;1 Destiny Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;ve always had a profundity for picking up random yet useful knick-knacks, and you are destined to have a vast treasure vault one day.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gaining Fate:&#039;&#039;&#039; Whenever your party first gains a Treasure Item (through a manner other than spending Fate), you gain 1 Fate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spending Fate:&#039;&#039;&#039; You can spend 1 Fate to gain a random Item.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== People&#039;s Champion ====&lt;br /&gt;
&#039;&#039;1 Destiny Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The people look up to you as their champion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gaining Fate:&#039;&#039;&#039; When you directly help members of the populace at significant expense to yourself, you gain 1 Fate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spending Fate:&#039;&#039;&#039; You can spend 1 Fate to inspire a portion of the populace to follow a course of action which benefits the populace (such as overthrowing a corrupt tyrant or aiding in defense against an evil).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Paragon ====&lt;br /&gt;
&#039;&#039;1 Destiny Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have always had an affinity for the natural, and you are destined to become one with it.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gaining Fate:&#039;&#039;&#039; When you perform a great feat of preserving or commanding nature, you gain 1 Fate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spending Fate:&#039;&#039;&#039; You can spend 1 Fate to direct a Beast, Plant, or Nature creature to take a course of action you choose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Relentless Regicide ====&lt;br /&gt;
&#039;&#039;1 Destiny Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You will eventually kill a king, queen, regent, or ruler.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gaining Fate:&#039;&#039;&#039; XXXXXX&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spending Fate:&#039;&#039;&#039; XXXXXX&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seabound Scoundrel ====&lt;br /&gt;
&#039;&#039;1 Destiny Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;I&#039;ll never stoop to your level.&amp;quot; - Croc Ashstrike&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Gaining Fate:&#039;&#039;&#039; When you acquire your first of a kind of Nautical Item, you gain 1 Fate.&lt;br /&gt;
&#039;&#039;&#039;Spending Fate:&#039;&#039;&#039; You can spend 2 Fate to gain a Treasure Item.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Intrepid Explorer, Draconic Heritage/Heir, Famous Performer, Famed Scholar, Force of Darkness, Master of Whispers, Hand of Vengeance, Paragon of Light, Warlord, Hand of Fate, Heir to the Throne, Glorious Hero, Cunning Villain, Wise Master]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blistering ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;In response to a burn or other flesh wound, your skin has broken out in blisters.&#039;&#039; After you make a Check, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chills ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might, Lore (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;I scream, you scream, we all scream … when we have chills.&#039;&#039; Whenever you take an Action, you lose all your unspent Movement Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning, Mental || Might, Resolve (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disoriented ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning || Agility, Instinct (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Money may make the world go &#039;round, but a good knock to the head can do so too.&#039;&#039; Whenever you move, you must do so in a random direction. You can move at half the normal rate to ignore this effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enfeebled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A heavy blow has weakened you, impairing your retaliation.&#039;&#039; You must spend an additional Action for every Attack you perform.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Entangled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Positioning || Might, Agility (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Bound and tied in some form of snare, you are restrained.&#039;&#039; You cannot Dash.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fever ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Disease || Might (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[].&#039;&#039; At the end of each of your turns, increase the DC for this Wound by 1 (to a maximum of 8). Once the DC reaches 8, convert this to a Lingering Wound with &amp;quot;&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flesh Wound ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might, Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;&#039;Tis but a flesh wound!&amp;quot; — Micah, probably.&#039;&#039; You cannot have more Hit Points than half your Hit Point maximum.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Infection ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Disease, Infection || Might, Lore (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The microbial world is chock-full of pioneering, opportunistic germs and fungi, each of which is more than happy to take advantage of an open wound.&#039;&#039; Your Hit Points are reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have one or more Lingering or Grievous Wounds, attach this Wound to one of them and this gains &amp;quot;You only lose this Wound when you lose the attached Wound.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Instinct (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Positioning || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Resolve (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Short of Breath ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Respiratory || Might (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your breath has been taken away, whether by injury or a beautiful sight.&#039;&#039; You cannot move more spaces in a round than your Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spasms ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Respiratory || Might (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Muscle spasms constrain your movements, hindering your advance and retreat alike.&#039;&#039; You cannot spend more Initiative Points in a Round than your Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stunned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning || Might, Instinct (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; When you would spend an Energy, you must also spend an Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning, Breath || Might, Resolve (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Resolve.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Arm ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your arms, or other extremities used for manual manipulation, is broken.&#039;&#039; Any Check you make which involves the use of the affected limb is halved, and the affected limb cannot be used to hold an object weighing more than half a kilogram.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by using a cast, using a brace, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement, is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Blindness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Sight || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one of your eyes has left you temporarily without much usable sight in that eye. Perhaps inflammation or irritation obstructs your vision, or perhaps true blindness has temporarily set in.&#039;&#039; You cannot roll more than half of the total on a die for any check that is dependent on sight. Furthermore, you lack depth perception as you only have one eye.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a +1 bonus on Checks made to Recover from this Wound for each of the following:&lt;br /&gt;
*You apply a proper medicinal salve to the eye.&lt;br /&gt;
*You have worn a patch over the eye.&lt;br /&gt;
*You have used appropriate warm and/or cold compresses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Deafness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one your ears has left you temporarily deafened.&#039;&#039; You cannot hear.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured ears have been protected from the elements (such as through the use of bandages or earmuffs).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Respiratory Injury ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Resolve (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.&#039;&#039; Your Might is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each time, after injury, you have significantly overexerted yourself to the point of running out of breath since your last Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vertigo ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory, Mental || Might, Resolve (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;You spin me right &#039;round, baby, right &#039;round, like a record, baby, right &#039;round, &#039;round, &#039;round …&amp;quot; -  Dead or Alive.&#039;&#039; You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(No &#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weariness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Resolve (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your body has been battered and bruised, and the scars and shrapnel wounds ache with every moment.&#039;&#039; Whenever you take Damage, the amount of Damage you take is increased by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Resolve (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Resolve (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Resolve. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Resolve Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Instinct || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Instinct || Agility, Instinct || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Handaxe || 1d6 || Might, Instinct || Agility, Speed || Axe, Slashing || Hands (1), Melee, Paired (Can Move 1 Space after Attack), Thrown (3 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Resolve || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Instinct, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Instinct || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (Reduce Target&#039;s Defense Die by 1 Step)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Resolve || Agility, Resolve || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Protoss Weaponry ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Psi Blade || 1d6 || Might, Lore, Resolve || Might, Instinct (Target&#039;s Choice) || Psi Blade, Plasma || Hands (0), Paired (d6), Luminescant (2 Meters), Melee, Retractable, Worn&lt;br /&gt;
|-&lt;br /&gt;
| Warp Blade || 1d10 || Instinct, Resolve || Lore, Resolve (Target&#039;s Choice) || Psi Blade, Plasma || Hands (0), Luminescant (4 Meters), Melee, Retractable, Worn&lt;br /&gt;
|-&lt;br /&gt;
| Particle Disruptor || 1d8 || Instinct, REsolve || Agility, Speed (Your Choice) || Energy Blast, Plasma || Hands (1), Melee&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Origin ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Origin !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Resolve Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Resolve, and targets the Foe&#039;s choice of Might or Resolve, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Resolve, target&#039;s the Foe&#039;s choice of Agility or Instinct, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger Disciplines ===&lt;br /&gt;
Here is the list of Ranger Disciplines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Growing Skill ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have studied a variety of more niche topics to become more of a generalist.&#039;&#039; You gain 2 Skill and/or Tool Proficiencies of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Arcana ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the primal magic of the Wardens to more effectively fight.&#039;&#039; Choose one of the &#039;&#039;Spells&#039;&#039; the Warden gets from their Nature&#039;s Magic Feature, you gain that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Agility ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have practiced many varieties of traversing the area around you.&#039;&#039; You can Climb and Swim.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roving ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have built up an instinctual movement to bound at quicker speed.&#039;&#039; Your Movement increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are ever-watchful, for a ranger is rarely caught of guard.&#039;&#039; You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Instinct.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rogue Knacks ====&lt;br /&gt;
&#039;&#039;2nd Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Every Rogue uses their own set of tools, making no two Rogues the same.&#039;&#039; Choose 2 Rogue Knacks to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue Knacks ===&lt;br /&gt;
&#039;&#039;Fluff&#039;&#039; [Ideas: Uncanny Dodge, Steady Aim, Thieve&#039;s Cant]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Steady Aim ====&lt;br /&gt;
&#039;&#039; Rogue Knack&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can steady your breath and body to shoot a shot true.&#039;&#039; You can spend 1 Action to increase the Die Size of all Ranged Attacks you make until the start of your next Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
You smart.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; &#039;&#039;Energy sits in the palm of your hand, and can be used in anyway you wish.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Resolve, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; &#039;&#039;Ice and frost heeds your call, freezing what you wish creeping through foes.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Resolve Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.&lt;br /&gt;
:You can spend 1-3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; &#039;&#039;Fire and flame heed your call, striking in a flaming nova and roasting your enemies.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Resolve Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1-3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Resolve.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Resolve &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Resolve, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Resolve.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Resolve Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one of the following Spells.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Storming Bloodline ====&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Soul of the Winds ====&lt;br /&gt;
&#039;&#039;1st Level Storming Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Environment Resistance 2, you learn Elemental, and you when you take Lightning Damage, your Defense Die increases by 2 Steps until the end of your next Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Storming Spells ====&lt;br /&gt;
&#039;&#039;1st Level Storming Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain 1 of the following Spells:&lt;br /&gt;
*&#039;&#039;&#039;Conjure Tempest.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Environment.&#039;&#039; You can spend 2 Actions to create a raging tempest that surrounds you, emanating out to a Range of 3 Meters and lasts for 1 Hour. This area is Difficult Terrain, and all Creature&#039;s in the area have their Defense Die increased by 1 Step. You can also spend 1 Action while the tempest is active to call a lightning bolt, targeting a Space in the tempest, all Creatures within 1 Meter of that Space takes 1 Damage, and a Creature in the Space takes 1d8 Damage (Defended by Might or Instinct, Target&#039;s choice). You can also spend Energy up to your Resolve to increase the Range of this tempest by 1 Space for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
Many different kinds of summoners have many different machines and factories with machines in them so they can make a lot of products real fast.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Summoner Bond ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Summoner Feature&#039;&#039;&lt;br /&gt;
You choose a Summoner Bond from the following table which represents the Creatures or Crerature you summon to aid you in battle and your daily life.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Summoner Bond !! Complexity Level !! Bond Description&lt;br /&gt;
|-&lt;br /&gt;
| Bond of Beasts || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Bond of Constructs || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Bond of Dragons || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Bond of Spirits || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Bond of Undeath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summoner Bonds ==&lt;br /&gt;
fluff&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bond of Undeath ===&lt;br /&gt;
You summon zombies.&lt;br /&gt;
&lt;br /&gt;
==== Summon Undead ====&lt;br /&gt;
&#039;&#039;1st Level Bond of Undeath Feature.&#039;&#039;&lt;br /&gt;
&#039;&#039;Death answers your call and you can manipulate it.&#039;&#039; You can spend 3 Actions while adjacent to a corpse to animate it as either a Zombie or a Skeleton which you command. You can have a number of these under your control at any given time equal to your Resolve. As a Free Action, you can release any Zombie or Skeleton under your control from this feature, causing it to act as a standard zombie or skeleton as appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 Action to cause all Zombies and Skeletons under your control to either take the Attack or Move Action. All Zombies and Skeletons take the same Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Body Block ====&lt;br /&gt;
&#039;&#039;1st Level Bond of Undeath Feature.&#039;&#039;&lt;br /&gt;
&#039;&#039;You can literally have your zombies body-block for you.&#039;&#039; When a Creature is targeted by an Attack or Feature, if that Creature is adjacent to one of the Zombies or Skeletons under your control from your Summon Undead feature, you can spend 1 Reaction to cause that Attack or Feature to target that Zombie or Skeleton instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Swashbuckler Flourishes ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;All Swashbucklers have their own bag of tricks and flair to impress their allies and frighten their foes.&#039;&#039; Gain 3 Swashbuckler Flourishes.&lt;br /&gt;
&lt;br /&gt;
=== Panache Flourishes ===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bladebound Flourish ====&lt;br /&gt;
&#039;&#039;Swashbuckler Flourish.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your parries and dodges lead into more advantageous strikes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Earning Panache:&#039;&#039;&#039; When you take no Damage from an Attack, you gain 2 Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spending Panache:&#039;&#039;&#039; When you deal Damage with an Attack, you can spend Panache up to your Resolve, dealing additional Damage equal to the Panache spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bounding Flourish ====&lt;br /&gt;
&#039;&#039;Swashbuckler Flourish.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Earning Panache:&#039;&#039;&#039; You can spend 2 Actions to roll a d10, gaining Movement equal to the result up to your Agility, also you gain Panache equal to the excess.&lt;br /&gt;
&#039;&#039;&#039;Spending Panache:&#039;&#039;&#039; When a Foe moves adjacent to you, you can spend 1 Reaction and Panache up to your Resolve, moving that many Spaces immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expediant Flourish ====&lt;br /&gt;
&#039;&#039;Swashbuckler Flourish.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You learn to use your alacrity and instincts interchangably.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Earning Panache:&#039;&#039;&#039; You can spend a number of Initiative Points up to your Spirit, gaining a number of Panache equal to the number spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spending Panache:&#039;&#039;&#039; You can spend a number of Panache up to your Spirit, gaining a number of Initiative Points equal to the number spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wayfarer ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all those who wander are lost.&#039;&#039; You Dash using your highest Stat, rather than your Speed &#039;&#039;(i.e., you gain movement points at the start of your Turn equal to your highest Stat)&#039;&#039;. In addition, you can also ignore a number of spaces of Difficult Terrain each Turn up to your Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ever Aware ====&lt;br /&gt;
&#039;&#039;2nd Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a Perception Check to find potential threats, make the Check twice and use the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Good Samaritan ====&lt;br /&gt;
&#039;&#039;2nd Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the Good Samaritan Spell. (15ft Range, heals HP and target can try recover from Wound, requires Energy to use maybe, or does energy just enhance it?)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Traveler Style ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Traveler Style from the following table which represents the different mannerisms and abilities you developed to best travel in your preffered.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traveler Style !! Complexity Level !! Style Description&lt;br /&gt;
|-&lt;br /&gt;
| Caravaneering Soldier&#039;s Style || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Expiditious Explorer&#039;s Style || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Itinerant Priest&#039;s Style || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Scenic Pioneer&#039;s Style || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| World Shaper&#039;s Style || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Resolve. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Resolve Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Instinct.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; Gain 1 of the following Spells.&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;s Armaments.&#039;&#039;&#039; &#039;&#039;Magic. Primal. Spell.&#039;&#039; &#039;&#039;The magic of the wilds never lets you fight empty-handed.&#039;&#039; You can spend 1 Action to summon a Weapon or Shield of your choice in one or two of your empty Hands. This Weapon also gains the Magic Trait. The Item lasts until you dismiss it by spending 1 Action. You can only have a number of these Weapons at once up to your Instinct.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;s Mend.&#039;&#039;&#039; &#039;&#039;Healing. Magic. Primal. Spell.&#039;&#039; &#039;&#039;You can use primal magic to assist your allies in their recovery.&#039;&#039; You can spend 1 Action to imbue primal healing magic into an Ally within your Reach. They Heal 1d6 HP.&lt;br /&gt;
:You can also spend 1 Energy to allow them to attempt to Recover from one of their Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;s Shield.&#039;&#039;&#039; &#039;&#039;Magic. Primal. Spell.&#039;&#039; &#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to increase your Defense Die by 1 Step for that Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;s Shield.&#039;&#039;&#039; &#039;&#039;Magic. Primal. Spell.&#039;&#039; &#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you, dealing 1d4 + Instinct Damage to them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Refined Through Steel ====&lt;br /&gt;
&#039;&#039;2nd Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your primal arcana has been refined through your weaponry.&#039;&#039; After every Rest, choose 2 of the following Spells to gain until the end of your next Rest.&lt;br /&gt;
*&#039;&#039;&#039;Primal Arrows.&#039;&#039;&#039; When wielding an Item with the &#039;&#039;Bow Trait&#039;&#039;, you can spend 2 Actions to fire a primal arrow in a straight 5 Meter Line. All Creatures in this Line take 2d6+Instinct Damage (Defended with Agility, Instinct, or Lore, target&#039;s choice). You can spend Energy up to your Instinct to extend the Range of this Line by 5 Meters for each Energy spent.&lt;br /&gt;
*&#039;&#039;&#039;Primal Precision.&#039;&#039;&#039; When wielding an Item with the &#039;&#039;Knife Trait&#039;&#039;, you can spend 2 Actions to stab a Creature in your Reach with exact precision, enhanced by primal magic. Make an Attack with the Item as normal, adding the &#039;&#039;Magic Trait&#039;&#039;. If the target takes any Damage from this Attack, it gains 2 Glancing Wounds. You can spend 1 Energy to cause the target to gain 1 Passing Fear.&lt;br /&gt;
*&#039;&#039;&#039;Primal Cleave.&#039;&#039;&#039; When wielding an Item with the &#039;&#039;Axe Trait&#039;&#039;, you can spend 2 Actions to cause primal magic to heighten your centrifugal force. Make an Attack with the item as normal, adding the &#039;&#039;Magic Trait&#039;&#039;, against all Creatures within the Weapon&#039;s Reach. You can spend 1-3 Energy to increase your Defence Die by 1 Step for each Energy spent until the start of your next Turn.&lt;br /&gt;
*&#039;&#039;&#039;Primal Crush.&#039;&#039;&#039; When wielding an Item with the &#039;&#039;Hammer Trait&#039;&#039;, you can spend 2 Actions to invest primal magic into a heightened swing. Make an Attack as normal with normal, adding the &#039;&#039;Magic Trait&#039;&#039;. Reduce the Target&#039;s Defense Die to 1 for this Attack. You can spend Energy up to your Instinct, adding 1d4 to your Attack for each Energy spent.&lt;br /&gt;
*&#039;&#039;&#039;Primal Thrust.&#039;&#039;&#039; The sword one&lt;br /&gt;
*&#039;&#039;&#039;Primal Spin.&#039;&#039;&#039; When wielding an Item with the &#039;&#039;Club Trait&#039;&#039;, you can spend 2 Actions to begin twirling it in a defensive rhythm, increasing your Defense Die by 2 Steps. Next Attack you make with that Weapon before the end of your next Turn gains the &#039;&#039;Magic Trait&#039;&#039; and you add a d4 to the Attack. You can spend Energy up to your Instinct, increasing either your Defense Die or adding an additional d4 for each Energy Spent.&lt;br /&gt;
*&#039;&#039;&#039;Primal Block.&#039;&#039;&#039; The Shield one&lt;br /&gt;
*&#039;&#039;&#039;Primal Savagery.&#039;&#039;&#039; You can spend 2 Actions to make an Attack with a Weapon you have with the &#039;&#039;Natural Trait&#039;&#039;. Increase the Attack Die by 2 Steps. You can also spend 1-3 Energy, adding a Keyword of your choice to the Attack for each Energy Spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Blade&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mirror Blade&#039;s League ===&lt;br /&gt;
Mirror Blades can produce copies of themselves to better fight on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Mirror Image ====&lt;br /&gt;
&#039;&#039;3rd Level Mirror Blade&#039;s League Feature&#039;&#039;&lt;br /&gt;
&#039;&#039;Mirror Blades are denoted in combat by their namesake, they create duplicates of themselves to overwhelm their foes.&#039;&#039; By spending 1 Action, you can create a Mirror Image of yourself in a Space adjacent to you. This Mirror Image is an obvious facsimile, taking on an obvious quality of being false, such as being blue and translucent, or phasing in and out of existance. When take the Attack Action, you can instead Attack from your Mirror Image&#039;s Space, and you can use your Attack of Opportunity Feature as if you were in it&#039;s Space as well.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you gain Movement Points, it gains the same amount of Movement Points as well. It lasts until it takes Damage, it uses your Stats and Defense Die for any Checks or Defense, or you Dismiss it by spending 1 Action. You can only have a single Mirror Image active at once, unless you spend 1 Energy to create an additional one.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
Study Study&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Wonders of Wizardry ====&lt;br /&gt;
&#039;&#039;1st Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through incredible study you have learnt a variety of ways to manipulate the latent magical essense in the world around you.&#039;&#039; Choose 4 of the following Spells. (add defendy spell later)&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Arcane Blast.&#039;&#039;&#039; &#039;&#039;Arcane. Magic. Spell.&#039;&#039; &#039;&#039;You gather the latent arcane power around you into a single beam of destructive force.&#039;&#039; You can spend 1 Action to shoot a blast of arcane energy at a Foe within 8 Meters, which deals 1+Lore+Lore Damage, defended by Might, Instinct, or Spirit (Target&#039;s Choice). You can spend 1-3 Energy to increase the Range of this Spell by 4 Meters per Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Arcane Wave.&#039;&#039;&#039; &#039;&#039;Arcane. Magic. Spell.&#039;&#039; &#039;&#039;You expel the latent arcane power around you with great force, injuring those around you.&#039;&#039; You can spend 1 Action to cause a wave of arcane energy to eminate out from you, dealing 1d4 + Lore Damage to all Creatures adjacent to you, defended by Might or Spirit (Target&#039;s Choice). You can spend 1-3 Energy to increase the Attack Die by 1 Step per Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Arcane Missiles.&#039;&#039;&#039; &#039;&#039;Arcane. Magic. Spell.&#039;&#039; &#039;&#039;You conjure a few darts of arcane force and fling them at your foes.&#039;&#039; You can spend any number of Actions to conjure that many darts of magical energy. Roll a d4 and add your Lore, each dart deals that much Damage and is defended by Might, but the Target does not use a Defense Die for this. You can direct a dart at a Foe within 6 Meters. You can spend 1-3 Energy to increase the Range of the darts by 4 Meters per Energy Spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Detonating Orb.&#039;&#039;&#039; &#039;&#039;Arcane. Burst. Magic. Spell.&#039;&#039; &#039;&#039;You conjure an unstable orb of elemental energy which bursts on impact.&#039;&#039; Every time you cast this Spell, it gains one of the following Traits for that casting: Acid, Air, Cold, Earth, Fire, Lightning, Poison, Sonic, Water. You can spend 2 Actions to throw an orb of destructive and elemental force at a Space within 6 Meters. All Creatures within 1 Meter of that Space take 1d4+Lore Damage, defended by Might or Agility (Target&#039;s Choice). You can spend any amount of Energy, adding a Trait from the prior list to the Spell or increasing the area of the Spell by 1 Meter per Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wizard School ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Wizard School from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| School of Circlets || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of Orbs || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of Staves || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of Tomes || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of Wands || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Micah Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d8&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*Lore: 1&lt;br /&gt;
*Instinct: 4&lt;br /&gt;
*Resolve: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Instinct or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Instinct: 1&lt;br /&gt;
*Resolve: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Instinct or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton ===&lt;br /&gt;
&#039;&#039;Undead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 1 Might || 3 Agility || 0 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0 Lore || 1 Instinct || 0 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;12 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;3 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;0 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; Skeletons usually carry around bows in the wild, though they can be seen using almost any variety of Item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaknesses.&#039;&#039;&#039; Bludgeoning/Concussive 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances.&#039;&#039;&#039; Slashing 2, Poison 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immunities.&#039;&#039;&#039; Inhaled, Ingested&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zombie ===&lt;br /&gt;
&#039;&#039;Undead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 4 Might || 0 Agility || 0 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0 Lore || 1 Instinct || 0 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;13 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;0 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; Zombies usually carry around nothing, or some swords and shields, but they can be seen using any Weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances.&#039;&#039;&#039; Poison 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immunities.&#039;&#039;&#039; Inhaled, Ingested&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Zerg ==&lt;br /&gt;
&lt;br /&gt;
=== Baneling ===&lt;br /&gt;
&#039;&#039;Acid. Zerg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 0 Might || 1 Agility || 4 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0 Lore || 2 Instinct || 1 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;6 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;0 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&#039;&#039;&#039;Explosive.&#039;&#039;&#039; When the Baneling dies, it explodes, dealing 2d4+2 &#039;&#039;Acid&#039;&#039; &#039;&#039;Burst&#039;&#039; Damage (defended with Might to all adjacent Creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactive.&#039;&#039;&#039; When the Baneling in the area of &#039;&#039;Burst&#039;&#039; effect, it dies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burrow.&#039;&#039;&#039; The Baneling can burrow and unborrow by spending 1 Action each, while burrowed, the Baneling is Invisible. hile Burrowed, the Baneling cannot Move or Attack.&lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Explode.&#039;&#039;&#039;&#039;&#039; The Baneling dies.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creep Tumor ===&lt;br /&gt;
&#039;&#039;Creep. Zerg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 2 Might || 0 Agility || 0 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0 Lore || 0 Instinct || 0 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;6 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;0 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&#039;&#039;&#039;Imperceptible.&#039;&#039;&#039; The Creep Tumor is Invisible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creep Production.&#039;&#039;&#039; At the start of every Round, Creep spreads 1 Space further.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creep.&#039;&#039;&#039; &#039;&#039;Zerg&#039;&#039; on Creep increase their Movement and Dash by 2.&lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;3 Action: Spread Creep.&#039;&#039;&#039;&#039;&#039; The Creep Tumor creates an additional Creep Tumor in a Space within 15 Meters.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hydralisk ===&lt;br /&gt;
&#039;&#039;Zerg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 1 Might || 4 Agility || 1 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 1 Lore || 3 Instinct || 2 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;8 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;1 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burrow.&#039;&#039;&#039; The Hydralisk can burrow and unborrow by spending 1 Action each, while burrowed, the Hydralisk is Invisible. While Burrowed, the Hydralisk cannot Move or Attack.&lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Frenzy.&#039;&#039;&#039;&#039;&#039; Until the end of the Hydralisk&#039;s next Turn, it can spend 2 Actions to make 3 Attakcs with its Spine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Hydriolic Bile.&#039;&#039;&#039;&#039;&#039; 1d8 + 4 (Agility) Range Attack (6 Meters), targeting Agility, or Instinct (Target&#039;s Choice)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Queen ===&lt;br /&gt;
&#039;&#039;Large. Zerg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 3 Might || 2 Agility || 2 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 2 Lore || 3 Instinct || 2 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;8 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burrow.&#039;&#039;&#039; The Queen can burrow and unborrow by spending 1 Action each, while burrowed, the Queen is Invisible. While Burrowed, the Queen cannot Move or Attack.&lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;2 Actions: Spawn Creep Tumor.&#039;&#039;&#039;&#039;&#039; The Queen lays a Creep Tumor on the ground in an adjacent Space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Rapid Transfusion.&#039;&#039;&#039;&#039;&#039; The Queen restores 2d4+2 HP to an Ally within 6 Meters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Claws.&#039;&#039;&#039;&#039;&#039; 1d8 + 3 (Might) Melee Attack, Reach, targeting Agility, Speed, or Resolve (Target&#039;s Choice)&amp;lt;br&amp;gt;&lt;br /&gt;
- &#039;&#039;Slashing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Spine.&#039;&#039;&#039;&#039;&#039; 1d8 + 3 (Instinct) Ranged Attack (6 Meters), targeting Might, Lore, or Instinct (Target&#039;s Choice)&amp;lt;br&amp;gt;&lt;br /&gt;
- &#039;&#039;Piercing.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roach ===&lt;br /&gt;
&#039;&#039;Zerg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 3 Might || 1 Agility || 2 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0 Lore || 2 Instinct || 1 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;7 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;3 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;1 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burrow.&#039;&#039;&#039; The Roach can burrow and unborrow by spending 1 Action each, while burrowed, the Roach is Invisible. While Burrowed, the Roach cannot Attack.&lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Hydriolic Bile.&#039;&#039;&#039;&#039;&#039; 1d6 + 2 (Instinct) Range Attack (4 Meters), targeting Speed, or Lore (Target&#039;s Choice)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zergling ===&lt;br /&gt;
&#039;&#039;Zerg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| 1 Might || 2 Agility || 4 Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0 Lore || 3 Instinct || 1 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Die: d6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 Movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;0 Reactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burrow.&#039;&#039;&#039; The Zergling can burrow and unborrow by spending 1 Action each, while burrowed, the Zergling is Invisible. While Burrowed, the Zergling cannot Move or Attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiny.&#039;&#039;&#039; Zerglings only have 1 Actions per Turn, but get 4 Dash Points at the start of each of their Turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming.&#039;&#039;&#039; While Attacking a Foe, for every 3 &#039;&#039;Zerg&#039;&#039; adjacent to the Target, the Zergling adds a d4 to its Attack.&lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Morph.&#039;&#039;&#039;&#039;&#039; The Zergling curls up into a an egg with 4 Might, 0 in all other Stats, 20 HP, and a 2d6 Defense Die. After 2 Turns, the egg hatches, turning into a Baneling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Action: Claw.&#039;&#039;&#039;&#039;&#039; 1d4 + 4 (Speed) Melee Attack, targeting Might, Agility, or Resolve (Target&#039;s Choice)&amp;lt;br&amp;gt;&lt;br /&gt;
- &#039;&#039;Slashing.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4095</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4095"/>
		<updated>2023-02-24T01:59:08Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Flesh Wound */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Free, Free || Free || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Spirit, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Spirit when using the Poisoner&#039;s Kit instead of Might or Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adaptive ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Between inborn skill and natural physiology, Humans are easily able to adapt to any environment.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Man ====&lt;br /&gt;
&#039;&#039;Human Feature. Destiny.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The true fate of men is yet to be revealed; a destiny which shall overshadow even the elder races.&#039;&#039; You gain +1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Human Kins represent the different physiological forms that Humans can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bree-lander ====&lt;br /&gt;
&#039;&#039;Human Kin. Desire.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of simple desires, the men of Bree and the surrounding areas are almost Hobbitish, after a fashion.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the &#039;&#039;Emotion Trait&#039;&#039; to ignore that Fear instead. When you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dúnedan ====&lt;br /&gt;
&#039;&#039;Human Kin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;… The Dúnedain were lords of long life, great power, and wisdom …&amp;quot;.&#039;&#039; When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse-lord ====&lt;br /&gt;
&#039;&#039;Human Kin. Speech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They are proud and willful, but they are true-hearted, generous in both thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years …&amp;quot; - Aragorn, the Two Towers.&#039;&#039; You can communicate with horses and similar creatures as if you shared a common language.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Northmen ====&lt;br /&gt;
&#039;&#039;Human Kin. Training.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Citizens of the White Tower and its lands, the Men of the South are known for their call to arms.&#039;&#039; After you perform an Attack, you gain one Martial Opportunity stack, which lasts until the start of your next turn. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction and spend a Martial Opportunity stack to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the West ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Auditory, Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising.&amp;quot; - Legolas, The Return of the King.&#039;&#039; You, and any allies who can see or hear you, can use Spirit instead of Wit or Lore when defending or when resisting Fear or Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency,&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Spirit || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter&#039;s Instincts ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Instinct || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your natural instincts to hunt manifest themselves both in your bestial form and your mannish shape.&#039;&#039; While in Humanoid Form, you gain Trap Lore Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round when you take the Move or Hide action while in Animal Form, you can take the Search action for free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Packleader ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Tactic, Leadership || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are a born leader of those whom you deem your packmates.&#039;&#039; While you are in Humanoid Form, you and allies who can hear you gain +1 to any Stealth checks you make.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each Round in combat while you are in Beast Form, you and all adjacent allies can move a number of spaces up to your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blistering ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;In response to a burn or other flesh wound, your skin has broken out in blisters.&#039;&#039; After you make a Check, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chills ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might, Lore (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;I scream, you scream, we all scream … when we have chills.&#039;&#039; Whenever you take an Action, you lose all your unspent Movement Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disoriented ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning || Agility, Wit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Money may make the world go &#039;round, but a good knock to the head can do so too.&#039;&#039; Whenever you move, you must do so in a random direction. You can move at half the normal rate to ignore this effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enfeebled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A heavy blow has weakened you, impairing your retaliation.&#039;&#039; You must spend an additional Action for every Attack you perform.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Entangled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Positioning || Might, Agility (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Bound and tied in some form of snare, you are restrained.&#039;&#039; You cannot Dash.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fever ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Disease || Might (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[].&#039;&#039; At the end of each of your turns, increase the DC for this Wound by 1 (to a maximum of 8). Once the DC reaches 8, convert this to a Lingering Wound with &amp;quot;&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flesh Wound ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might, Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;&#039;Tis but a flesh wound!&amp;quot; — Micah, probably.&#039;&#039; You cannot have more Hit Points than half your Hit Point maximum.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Infection ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Disease, Infection || Might, Lore (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The microbial world is chock-full of pioneering, opportunistic germs and fungi, each of which is more than happy to take advantage of an open wound.&#039;&#039; Your Hit Points are reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have one or more Lingering or Grievous Wounds, attach this Wound to one of them and this gains &amp;quot;You only lose this Wound when you lose the attached Wound.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wit (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Positioning || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Short of Breath ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Respiratory || Might (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your breath has been taken away, whether by injury or a beautiful sight.&#039;&#039; You cannot move more spaces in a round than your Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spasms ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Respiratory || Might (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Muscle spasms constrain your movements, hindering your advance and retreat alike.&#039;&#039; You cannot spend more Initiative Points in a Round than your Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stunned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning || Might, Wit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[].&#039;&#039; When you would spend an Energy, you must also spend an Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Arm ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your arms, or other extremities used for manual manipulation, is broken.&#039;&#039; Any Check you make which involves the use of the affected limb is halved, and the affected limb cannot be used to hold an object weighing more than half a kilogram.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by using a cast, using a brace, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement, is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Blindness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Sight || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one of your eyes has left you temporarily without much usable sight in that eye. Perhaps inflammation or irritation obstructs your vision, or perhaps true blindness has temporarily set in.&#039;&#039; You cannot roll more than half of the total on a die for any check that is dependent on sight. Furthermore, you lack depth perception as you only have one eye.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a +1 bonus on Checks made to Recover from this Wound for each of the following:&lt;br /&gt;
*You apply a proper medicinal salve to the eye.&lt;br /&gt;
*You have worn a patch over the eye.&lt;br /&gt;
*You have used appropriate warm and/or cold compresses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Deafness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one your ears has left you temporarily deafened.&#039;&#039; You cannot hear.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured ears have been protected from the elements (such as through the use of bandages or earmuffs).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Respiratory Injury ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.&#039;&#039; Your Might is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each time, after injury, you have significantly overexerted yourself to the point of running out of breath since your last Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vertigo ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory, Mental || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;You spin me right &#039;round, baby, right &#039;round, like a record, baby, right &#039;round, &#039;round, &#039;round …&amp;quot; -  Dead or Alive.&#039;&#039; You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(No &#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weariness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your body has been battered and bruised, and the scars and shrapnel wounds ache with every moment.&#039;&#039; Whenever you take Damage, the amount of Damage you take is increased by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger Disciplines ===&lt;br /&gt;
Here is the list of Ranger Disciplines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Growing Skill ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have studied a variety of more niche topics to become more of a generalist.&#039;&#039; You gain 2 Skill and/or Tool Proficiencies of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Arcana ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the primal magic of the Wardens to more effectively fight.&#039;&#039; Choose one of the &#039;&#039;Spells&#039;&#039; the Warden gets from their Nature&#039;s Magic Feature, you gain that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Agility ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have practiced many varieties of traversing the area around you.&#039;&#039; You can Climb and Swim.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roving ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have built up an instinctual movement to bound at quicker speed.&#039;&#039; Your Movement increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are ever-watchful, for a ranger is rarely caught of guard.&#039;&#039; You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; &#039;&#039;Energy sits in the palm of your hand, and can be used in anyway you wish.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; &#039;&#039;Ice and frost heeds your call, freezing what you wish creeping through foes.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.&lt;br /&gt;
:You can spend 1–3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; &#039;&#039;Fire and flame heed your call, striking in a flaming nova and roasting your enemies.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Spell.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panache Tricks ===&lt;br /&gt;
Here are the Panache Tricks you can choose from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; you get one of the four following spells.&lt;br /&gt;
&lt;br /&gt;
healig speell (Nature&#039;s Healing)&lt;br /&gt;
&lt;br /&gt;
magically make weaopin of choice as action and energy and gains the nature trait (Nature&#039;s Armaments)&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Vengeance ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Shield ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Wit: 1&lt;br /&gt;
*Spirit: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Wit or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4094</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4094"/>
		<updated>2023-02-24T01:58:31Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Glancing Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Free, Free || Free || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Spirit, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Spirit when using the Poisoner&#039;s Kit instead of Might or Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adaptive ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Between inborn skill and natural physiology, Humans are easily able to adapt to any environment.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Man ====&lt;br /&gt;
&#039;&#039;Human Feature. Destiny.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The true fate of men is yet to be revealed; a destiny which shall overshadow even the elder races.&#039;&#039; You gain +1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Human Kins represent the different physiological forms that Humans can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bree-lander ====&lt;br /&gt;
&#039;&#039;Human Kin. Desire.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of simple desires, the men of Bree and the surrounding areas are almost Hobbitish, after a fashion.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the &#039;&#039;Emotion Trait&#039;&#039; to ignore that Fear instead. When you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dúnedan ====&lt;br /&gt;
&#039;&#039;Human Kin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;… The Dúnedain were lords of long life, great power, and wisdom …&amp;quot;.&#039;&#039; When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse-lord ====&lt;br /&gt;
&#039;&#039;Human Kin. Speech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They are proud and willful, but they are true-hearted, generous in both thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years …&amp;quot; - Aragorn, the Two Towers.&#039;&#039; You can communicate with horses and similar creatures as if you shared a common language.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Northmen ====&lt;br /&gt;
&#039;&#039;Human Kin. Training.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Citizens of the White Tower and its lands, the Men of the South are known for their call to arms.&#039;&#039; After you perform an Attack, you gain one Martial Opportunity stack, which lasts until the start of your next turn. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction and spend a Martial Opportunity stack to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the West ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Auditory, Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising.&amp;quot; - Legolas, The Return of the King.&#039;&#039; You, and any allies who can see or hear you, can use Spirit instead of Wit or Lore when defending or when resisting Fear or Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency,&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Spirit || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter&#039;s Instincts ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Instinct || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your natural instincts to hunt manifest themselves both in your bestial form and your mannish shape.&#039;&#039; While in Humanoid Form, you gain Trap Lore Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round when you take the Move or Hide action while in Animal Form, you can take the Search action for free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Packleader ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Tactic, Leadership || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are a born leader of those whom you deem your packmates.&#039;&#039; While you are in Humanoid Form, you and allies who can hear you gain +1 to any Stealth checks you make.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each Round in combat while you are in Beast Form, you and all adjacent allies can move a number of spaces up to your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blistering ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;In response to a burn or other flesh wound, your skin has broken out in blisters.&#039;&#039; After you make a Check, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chills ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might, Lore (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;I scream, you scream, we all scream … when we have chills.&#039;&#039; Whenever you take an Action, you lose all your unspent Movement Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disoriented ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning || Agility, Wit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Money may make the world go &#039;round, but a good knock to the head can do so too.&#039;&#039; Whenever you move, you must do so in a random direction. You can move at half the normal rate to ignore this effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enfeebled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A heavy blow has weakened you, impairing your retaliation.&#039;&#039; You must spend an additional Action for every Attack you perform.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Entangled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Positioning || Might, Agility (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Bound and tied in some form of snare, you are restrained.&#039;&#039; You cannot Dash.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fever ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Disease || Might (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[].&#039;&#039; At the end of each of your turns, increase the DC for this Wound by 1 (to a maximum of 8). Once the DC reaches 8, convert this to a Lingering Wound with &amp;quot;&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flesh Wound ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might, Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;\&#039;Tis but a flesh wound! — Micah, probably.&#039;&#039; You cannot have more Hit Points than half your Hit Point maximum.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Infection ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Disease, Infection || Might, Lore (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The microbial world is chock-full of pioneering, opportunistic germs and fungi, each of which is more than happy to take advantage of an open wound.&#039;&#039; Your Hit Points are reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have one or more Lingering or Grievous Wounds, attach this Wound to one of them and this gains &amp;quot;You only lose this Wound when you lose the attached Wound.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wit (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Positioning || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Short of Breath ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Respiratory || Might (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your breath has been taken away, whether by injury or a beautiful sight.&#039;&#039; You cannot move more spaces in a round than your Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spasms ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Respiratory || Might (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Muscle spasms constrain your movements, hindering your advance and retreat alike.&#039;&#039; You cannot spend more Initiative Points in a Round than your Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stunned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning || Might, Wit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[].&#039;&#039; When you would spend an Energy, you must also spend an Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Arm ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your arms, or other extremities used for manual manipulation, is broken.&#039;&#039; Any Check you make which involves the use of the affected limb is halved, and the affected limb cannot be used to hold an object weighing more than half a kilogram.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by using a cast, using a brace, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement, is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Blindness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Sight || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one of your eyes has left you temporarily without much usable sight in that eye. Perhaps inflammation or irritation obstructs your vision, or perhaps true blindness has temporarily set in.&#039;&#039; You cannot roll more than half of the total on a die for any check that is dependent on sight. Furthermore, you lack depth perception as you only have one eye.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a +1 bonus on Checks made to Recover from this Wound for each of the following:&lt;br /&gt;
*You apply a proper medicinal salve to the eye.&lt;br /&gt;
*You have worn a patch over the eye.&lt;br /&gt;
*You have used appropriate warm and/or cold compresses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Deafness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one your ears has left you temporarily deafened.&#039;&#039; You cannot hear.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured ears have been protected from the elements (such as through the use of bandages or earmuffs).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Respiratory Injury ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.&#039;&#039; Your Might is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each time, after injury, you have significantly overexerted yourself to the point of running out of breath since your last Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vertigo ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory, Mental || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;You spin me right &#039;round, baby, right &#039;round, like a record, baby, right &#039;round, &#039;round, &#039;round …&amp;quot; -  Dead or Alive.&#039;&#039; You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(No &#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weariness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your body has been battered and bruised, and the scars and shrapnel wounds ache with every moment.&#039;&#039; Whenever you take Damage, the amount of Damage you take is increased by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger Disciplines ===&lt;br /&gt;
Here is the list of Ranger Disciplines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Growing Skill ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have studied a variety of more niche topics to become more of a generalist.&#039;&#039; You gain 2 Skill and/or Tool Proficiencies of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Arcana ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the primal magic of the Wardens to more effectively fight.&#039;&#039; Choose one of the &#039;&#039;Spells&#039;&#039; the Warden gets from their Nature&#039;s Magic Feature, you gain that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Agility ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have practiced many varieties of traversing the area around you.&#039;&#039; You can Climb and Swim.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roving ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have built up an instinctual movement to bound at quicker speed.&#039;&#039; Your Movement increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are ever-watchful, for a ranger is rarely caught of guard.&#039;&#039; You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; &#039;&#039;Energy sits in the palm of your hand, and can be used in anyway you wish.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; &#039;&#039;Ice and frost heeds your call, freezing what you wish creeping through foes.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.&lt;br /&gt;
:You can spend 1–3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; &#039;&#039;Fire and flame heed your call, striking in a flaming nova and roasting your enemies.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Spell.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panache Tricks ===&lt;br /&gt;
Here are the Panache Tricks you can choose from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; you get one of the four following spells.&lt;br /&gt;
&lt;br /&gt;
healig speell (Nature&#039;s Healing)&lt;br /&gt;
&lt;br /&gt;
magically make weaopin of choice as action and energy and gains the nature trait (Nature&#039;s Armaments)&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Vengeance ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Shield ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Wit: 1&lt;br /&gt;
*Spirit: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Wit or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4093</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4093"/>
		<updated>2023-02-23T23:34:00Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Glancing Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Free, Free || Free || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Spirit, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Spirit when using the Poisoner&#039;s Kit instead of Might or Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adaptive ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Between inborn skill and natural physiology, Humans are easily able to adapt to any environment.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Man ====&lt;br /&gt;
&#039;&#039;Human Feature. Destiny.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The true fate of men is yet to be revealed; a destiny which shall overshadow even the elder races.&#039;&#039; You gain +1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Human Kins represent the different physiological forms that Humans can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bree-lander ====&lt;br /&gt;
&#039;&#039;Human Kin. Desire.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of simple desires, the men of Bree and the surrounding areas are almost Hobbitish, after a fashion.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the &#039;&#039;Emotion Trait&#039;&#039; to ignore that Fear instead. When you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dúnedan ====&lt;br /&gt;
&#039;&#039;Human Kin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;… The Dúnedain were lords of long life, great power, and wisdom …&amp;quot;.&#039;&#039; When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse-lord ====&lt;br /&gt;
&#039;&#039;Human Kin. Speech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They are proud and willful, but they are true-hearted, generous in both thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years …&amp;quot; - Aragorn, the Two Towers.&#039;&#039; You can communicate with horses and similar creatures as if you shared a common language.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Northmen ====&lt;br /&gt;
&#039;&#039;Human Kin. Training.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Citizens of the White Tower and its lands, the Men of the South are known for their call to arms.&#039;&#039; After you perform an Attack, you gain one Martial Opportunity stack, which lasts until the start of your next turn. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction and spend a Martial Opportunity stack to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the West ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Auditory, Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising.&amp;quot; - Legolas, The Return of the King.&#039;&#039; You, and any allies who can see or hear you, can use Spirit instead of Wit or Lore when defending or when resisting Fear or Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency,&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Spirit || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter&#039;s Instincts ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Instinct || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your natural instincts to hunt manifest themselves both in your bestial form and your mannish shape.&#039;&#039; While in Humanoid Form, you gain Trap Lore Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round when you take the Move or Hide action while in Animal Form, you can take the Search action for free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Packleader ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Tactic, Leadership || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are a born leader of those whom you deem your packmates.&#039;&#039; While you are in Humanoid Form, you and allies who can hear you gain +1 to any Stealth checks you make.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each Round in combat while you are in Beast Form, you and all adjacent allies can move a number of spaces up to your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disoriented ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning || Agility, Wit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Money may make the world go &#039;round, but a good knock to the head can do so too.&#039;&#039; Whenever you move, you must do so in a random direction. You can move at half the normal rate to ignore this effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enfeebled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A heavy blow has weakened you, impairing your retaliation.&#039;&#039; You must spend an additional Action for every Attack you perform.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Entangled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Positioning || Might, Agility (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Bound and tied in some form of snare, you are restrained.&#039;&#039; You cannot Dash.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fever ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Disease || Might (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[].&#039;&#039; At the end of each of your turns, increase the DC for this Wound by 1 (to a maximum of 8). Once the DC reaches 8, convert this to a Lingering Wound with &amp;quot;&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wisdom (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Positioning || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Short of Breath ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Respiratory || Might (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your breath has been taken away, whether by injury or a beautiful sight.&#039;&#039; You cannot move more spaces in a round than your Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stunned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning || Might, Wit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[].&#039;&#039; When you would spend an Energy, you must also spend an Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bludgeoning, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Arm ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your arms, or other extremities used for manual manipulation, is broken.&#039;&#039; Any Check you make which involves the use of the affected limb is halved, and the affected limb cannot be used to hold an object weighing more than half a kilogram.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by using a cast, using a brace, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement, is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Blindness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Sight || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one of your eyes has left you temporarily without much usable sight in that eye. Perhaps inflammation or irritation obstructs your vision, or perhaps true blindness has temporarily set in.&#039;&#039; You cannot roll more than half of the total on a die for any check that is dependent on sight. Furthermore, you lack depth perception as you only have one eye.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a +1 bonus on Checks made to Recover from this Wound for each of the following:&lt;br /&gt;
*You apply a proper medicinal salve to the eye.&lt;br /&gt;
*You have worn a patch over the eye.&lt;br /&gt;
*You have used appropriate warm and/or cold compresses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Deafness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one your ears has left you temporarily deafened.&#039;&#039; You cannot hear.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured ears have been protected from the elements (such as through the use of bandages or earmuffs).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Respiratory Injury ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.&#039;&#039; Your Might is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each time, after injury, you have significantly overexerted yourself to the point of running out of breath since your last Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vertigo ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory, Mental || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;You spin me right &#039;round, baby, right &#039;round, like a record, baby, right &#039;round, &#039;round, &#039;round …&amp;quot; -  Dead or Alive.&#039;&#039; You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(No &#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weariness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your body has been battered and bruised, and the scars and shrapnel wounds ache with every moment.&#039;&#039; Whenever you take Damage, the amount of Damage you take is increased by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger Disciplines ===&lt;br /&gt;
Here is the list of Ranger Disciplines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Growing Skill ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have studied a variety of more niche topics to become more of a generalist.&#039;&#039; You gain 2 Skill and/or Tool Proficiencies of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Arcana ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the primal magic of the Wardens to more effectively fight.&#039;&#039; Choose one of the &#039;&#039;Spells&#039;&#039; the Warden gets from their Nature&#039;s Magic Feature, you gain that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Agility ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have practiced many varieties of traversing the area around you.&#039;&#039; You can Climb and Swim.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roving ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have built up an instinctual movement to bound at quicker speed.&#039;&#039; Your Movement increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are ever-watchful, for a ranger is rarely caught of guard.&#039;&#039; You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; &#039;&#039;Energy sits in the palm of your hand, and can be used in anyway you wish.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; &#039;&#039;Ice and frost heeds your call, freezing what you wish creeping through foes.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.&lt;br /&gt;
:You can spend 1–3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; &#039;&#039;Fire and flame heed your call, striking in a flaming nova and roasting your enemies.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Spell.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panache Tricks ===&lt;br /&gt;
Here are the Panache Tricks you can choose from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; you get one of the four following spells.&lt;br /&gt;
&lt;br /&gt;
healig speell (Nature&#039;s Healing)&lt;br /&gt;
&lt;br /&gt;
magically make weaopin of choice as action and energy and gains the nature trait (Nature&#039;s Armaments)&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Vengeance ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Shield ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Wit: 1&lt;br /&gt;
*Spirit: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Wit or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4092</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4092"/>
		<updated>2023-02-23T17:43:51Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Glancing Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Free, Free || Free || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Spirit, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Spirit when using the Poisoner&#039;s Kit instead of Might or Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adaptive ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Between inborn skill and natural physiology, Humans are easily able to adapt to any environment.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Man ====&lt;br /&gt;
&#039;&#039;Human Feature. Destiny.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The true fate of men is yet to be revealed; a destiny which shall overshadow even the elder races.&#039;&#039; You gain +1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Human Kins represent the different physiological forms that Humans can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bree-lander ====&lt;br /&gt;
&#039;&#039;Human Kin. Desire.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of simple desires, the men of Bree and the surrounding areas are almost Hobbitish, after a fashion.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the &#039;&#039;Emotion Trait&#039;&#039; to ignore that Fear instead. When you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dúnedan ====&lt;br /&gt;
&#039;&#039;Human Kin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;… The Dúnedain were lords of long life, great power, and wisdom …&amp;quot;.&#039;&#039; When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse-lord ====&lt;br /&gt;
&#039;&#039;Human Kin. Speech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They are proud and willful, but they are true-hearted, generous in both thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years …&amp;quot; - Aragorn, the Two Towers.&#039;&#039; You can communicate with horses and similar creatures as if you shared a common language.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Northmen ====&lt;br /&gt;
&#039;&#039;Human Kin. Training.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Citizens of the White Tower and its lands, the Men of the South are known for their call to arms.&#039;&#039; After you perform an Attack, you gain one Martial Opportunity stack, which lasts until the start of your next turn. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction and spend a Martial Opportunity stack to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the West ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Auditory, Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising.&amp;quot; - Legolas, The Return of the King.&#039;&#039; You, and any allies who can see or hear you, can use Spirit instead of Wit or Lore when defending or when resisting Fear or Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency,&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Spirit || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter&#039;s Instincts ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Instinct || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your natural instincts to hunt manifest themselves both in your bestial form and your mannish shape.&#039;&#039; While in Humanoid Form, you gain Trap Lore Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round when you take the Move or Hide action while in Animal Form, you can take the Search action for free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Packleader ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Tactic, Leadership || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are a born leader of those whom you deem your packmates.&#039;&#039; While you are in Humanoid Form, you and allies who can hear you gain +1 to any Stealth checks you make.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each Round in combat while you are in Beast Form, you and all adjacent allies can move a number of spaces up to your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enfeebled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A heavy blow has weakened you, impairing your retaliation.&#039;&#039; You must spend an additional action for every attack you perform.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Entangled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Positioning || Might, Agility (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Bound and tied in some form of snare, you are restrained.&#039;&#039; You cannot Dash.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fever ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Disease || Might (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Bound and tied in some form of snare, you are restrained.&#039;&#039; At the end of each of your turns, increase the DC for this Wound by 1 (to a maximum of 8). Once the DC reaches 8, convert this to a Lingering Wound with &amp;quot;&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wisdom (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Positioning || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Arm ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your arms, or other extremities used for manual manipulation, is broken.&#039;&#039; Any Check you make which involves the use of the affected limb is halved, and the affected limb cannot be used to hold an object weighing more than half a kilogram.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by using a cast, using a brace, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement, is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Blindness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Sight || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one of your eyes has left you temporarily without much usable sight in that eye. Perhaps inflammation or irritation obstructs your vision, or perhaps true blindness has temporarily set in.&#039;&#039; You cannot roll more than half of the total on a die for any check that is dependent on sight. Furthermore, you lack depth perception as you only have one eye.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a +1 bonus on Checks made to Recover from this Wound for each of the following:&lt;br /&gt;
*You apply a proper medicinal salve to the eye.&lt;br /&gt;
*You have worn a patch over the eye.&lt;br /&gt;
*You have used appropriate warm and/or cold compresses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Deafness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one your ears has left you temporarily deafened.&#039;&#039; You cannot hear.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured ears have been protected from the elements (such as through the use of bandages or earmuffs).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Respiratory Injury ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.&#039;&#039; Your Might is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each time, after injury, you have significantly overexerted yourself to the point of running out of breath since your last Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vertigo ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory, Mental || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;You spin me right &#039;round, baby, right &#039;round, like a record, baby, right &#039;round, &#039;round, &#039;round …&amp;quot; -  Dead or Alive.&#039;&#039; You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(No &#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weariness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your body has been battered and bruised, and the scars and shrapnel wounds ache with every moment.&#039;&#039; Whenever you take Damage, the amount of Damage you take is increased by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger Disciplines ===&lt;br /&gt;
Here is the list of Ranger Disciplines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Growing Skill ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have studied a variety of more niche topics to become more of a generalist.&#039;&#039; You gain 2 Skill and/or Tool Proficiencies of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Arcana ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the primal magic of the Wardens to more effectively fight.&#039;&#039; Choose one of the &#039;&#039;Spells&#039;&#039; the Warden gets from their Nature&#039;s Magic Feature, you gain that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Agility ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have practiced many varieties of traversing the area around you.&#039;&#039; You can Climb and Swim.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roving ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have built up an instinctual movement to bound at quicker speed.&#039;&#039; Your Movement increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are ever-watchful, for a ranger is rarely caught of guard.&#039;&#039; You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; &#039;&#039;Energy sits in the palm of your hand, and can be used in anyway you wish.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; &#039;&#039;Ice and frost heeds your call, freezing what you wish creeping through foes.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.&lt;br /&gt;
:You can spend 1–3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; &#039;&#039;Fire and flame heed your call, striking in a flaming nova and roasting your enemies.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Spell.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panache Tricks ===&lt;br /&gt;
Here are the Panache Tricks you can choose from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; you get one of the four following spells.&lt;br /&gt;
&lt;br /&gt;
healig speell (Nature&#039;s Healing)&lt;br /&gt;
&lt;br /&gt;
magically make weaopin of choice as action and energy and gains the nature trait (Nature&#039;s Armaments)&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Vengeance ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Shield ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Wit: 1&lt;br /&gt;
*Spirit: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Wit or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4091</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4091"/>
		<updated>2023-02-23T17:38:37Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Glancing Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Free, Free || Free || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Spirit, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Spirit when using the Poisoner&#039;s Kit instead of Might or Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adaptive ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Between inborn skill and natural physiology, Humans are easily able to adapt to any environment.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Man ====&lt;br /&gt;
&#039;&#039;Human Feature. Destiny.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The true fate of men is yet to be revealed; a destiny which shall overshadow even the elder races.&#039;&#039; You gain +1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Human Kins represent the different physiological forms that Humans can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bree-lander ====&lt;br /&gt;
&#039;&#039;Human Kin. Desire.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of simple desires, the men of Bree and the surrounding areas are almost Hobbitish, after a fashion.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the &#039;&#039;Emotion Trait&#039;&#039; to ignore that Fear instead. When you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dúnedan ====&lt;br /&gt;
&#039;&#039;Human Kin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;… The Dúnedain were lords of long life, great power, and wisdom …&amp;quot;.&#039;&#039; When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse-lord ====&lt;br /&gt;
&#039;&#039;Human Kin. Speech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They are proud and willful, but they are true-hearted, generous in both thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years …&amp;quot; - Aragorn, the Two Towers.&#039;&#039; You can communicate with horses and similar creatures as if you shared a common language.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Northmen ====&lt;br /&gt;
&#039;&#039;Human Kin. Training.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Citizens of the White Tower and its lands, the Men of the South are known for their call to arms.&#039;&#039; After you perform an Attack, you gain one Martial Opportunity stack, which lasts until the start of your next turn. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction and spend a Martial Opportunity stack to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the West ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Auditory, Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising.&amp;quot; - Legolas, The Return of the King.&#039;&#039; You, and any allies who can see or hear you, can use Spirit instead of Wit or Lore when defending or when resisting Fear or Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency,&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Spirit || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter&#039;s Instincts ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Instinct || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your natural instincts to hunt manifest themselves both in your bestial form and your mannish shape.&#039;&#039; While in Humanoid Form, you gain Trap Lore Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round when you take the Move or Hide action while in Animal Form, you can take the Search action for free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Packleader ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Tactic, Leadership || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are a born leader of those whom you deem your packmates.&#039;&#039; While you are in Humanoid Form, you and allies who can hear you gain +1 to any Stealth checks you make.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each Round in combat while you are in Beast Form, you and all adjacent allies can move a number of spaces up to your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enfeebled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A heavy blow has weakened you, impairing your retaliation.&#039;&#039; You must spend an additional action for every attack you perform.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Entangled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Positioning || Might, Agility (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Bound and tied in some form of snare, you are restrained.&#039;&#039; You cannot Dash.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wisdom (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Positioning || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Arm ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your arms, or other extremities used for manual manipulation, is broken.&#039;&#039; Any Check you make which involves the use of the affected limb is halved, and the affected limb cannot be used to hold an object weighing more than half a kilogram.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by using a cast, using a brace, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement, is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Blindness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Sight || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one of your eyes has left you temporarily without much usable sight in that eye. Perhaps inflammation or irritation obstructs your vision, or perhaps true blindness has temporarily set in.&#039;&#039; You cannot roll more than half of the total on a die for any check that is dependent on sight. Furthermore, you lack depth perception as you only have one eye.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a +1 bonus on Checks made to Recover from this Wound for each of the following:&lt;br /&gt;
*You apply a proper medicinal salve to the eye.&lt;br /&gt;
*You have worn a patch over the eye.&lt;br /&gt;
*You have used appropriate warm and/or cold compresses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Deafness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one your ears has left you temporarily deafened.&#039;&#039; You cannot hear.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured ears have been protected from the elements (such as through the use of bandages or earmuffs).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Respiratory Injury ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.&#039;&#039; Your Might is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each time, after injury, you have significantly overexerted yourself to the point of running out of breath since your last Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vertigo ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory, Mental || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;You spin me right &#039;round, baby, right &#039;round, like a record, baby, right &#039;round, &#039;round, &#039;round …&amp;quot; -  Dead or Alive.&#039;&#039; You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(No &#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weariness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your body has been battered and bruised, and the scars and shrapnel wounds ache with every moment.&#039;&#039; Whenever you take Damage, the amount of Damage you take is increased by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger Disciplines ===&lt;br /&gt;
Here is the list of Ranger Disciplines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Growing Skill ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have studied a variety of more niche topics to become more of a generalist.&#039;&#039; You gain 2 Skill and/or Tool Proficiencies of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Arcana ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the primal magic of the Wardens to more effectively fight.&#039;&#039; Choose one of the &#039;&#039;Spells&#039;&#039; the Warden gets from their Nature&#039;s Magic Feature, you gain that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Agility ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have practiced many varieties of traversing the area around you.&#039;&#039; You can Climb and Swim.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roving ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have built up an instinctual movement to bound at quicker speed.&#039;&#039; Your Movement increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are ever-watchful, for a ranger is rarely caught of guard.&#039;&#039; You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; &#039;&#039;Energy sits in the palm of your hand, and can be used in anyway you wish.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; &#039;&#039;Ice and frost heeds your call, freezing what you wish creeping through foes.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.&lt;br /&gt;
:You can spend 1–3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; &#039;&#039;Fire and flame heed your call, striking in a flaming nova and roasting your enemies.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Spell.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panache Tricks ===&lt;br /&gt;
Here are the Panache Tricks you can choose from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; you get one of the four following spells.&lt;br /&gt;
&lt;br /&gt;
healig speell (Nature&#039;s Healing)&lt;br /&gt;
&lt;br /&gt;
magically make weaopin of choice as action and energy and gains the nature trait (Nature&#039;s Armaments)&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Vengeance ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Shield ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Wit: 1&lt;br /&gt;
*Spirit: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Wit or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4090</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4090"/>
		<updated>2023-02-23T17:32:20Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Enfeebled */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Free, Free || Free || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Spirit, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Spirit when using the Poisoner&#039;s Kit instead of Might or Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adaptive ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Between inborn skill and natural physiology, Humans are easily able to adapt to any environment.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Man ====&lt;br /&gt;
&#039;&#039;Human Feature. Destiny.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The true fate of men is yet to be revealed; a destiny which shall overshadow even the elder races.&#039;&#039; You gain +1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Human Kins represent the different physiological forms that Humans can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bree-lander ====&lt;br /&gt;
&#039;&#039;Human Kin. Desire.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of simple desires, the men of Bree and the surrounding areas are almost Hobbitish, after a fashion.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the &#039;&#039;Emotion Trait&#039;&#039; to ignore that Fear instead. When you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dúnedan ====&lt;br /&gt;
&#039;&#039;Human Kin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;… The Dúnedain were lords of long life, great power, and wisdom …&amp;quot;.&#039;&#039; When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse-lord ====&lt;br /&gt;
&#039;&#039;Human Kin. Speech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They are proud and willful, but they are true-hearted, generous in both thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years …&amp;quot; - Aragorn, the Two Towers.&#039;&#039; You can communicate with horses and similar creatures as if you shared a common language.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Northmen ====&lt;br /&gt;
&#039;&#039;Human Kin. Training.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Citizens of the White Tower and its lands, the Men of the South are known for their call to arms.&#039;&#039; After you perform an Attack, you gain one Martial Opportunity stack, which lasts until the start of your next turn. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction and spend a Martial Opportunity stack to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the West ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Auditory, Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising.&amp;quot; - Legolas, The Return of the King.&#039;&#039; You, and any allies who can see or hear you, can use Spirit instead of Wit or Lore when defending or when resisting Fear or Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency,&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Spirit || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter&#039;s Instincts ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Instinct || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your natural instincts to hunt manifest themselves both in your bestial form and your mannish shape.&#039;&#039; While in Humanoid Form, you gain Trap Lore Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round when you take the Move or Hide action while in Animal Form, you can take the Search action for free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Packleader ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Tactic, Leadership || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are a born leader of those whom you deem your packmates.&#039;&#039; While you are in Humanoid Form, you and allies who can hear you gain +1 to any Stealth checks you make.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each Round in combat while you are in Beast Form, you and all adjacent allies can move a number of spaces up to your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enfeebled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound || Might (DC4)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A heavy blow has weakened you, impairing your retaliation.&#039;&#039; You must spend an additional action for every attack you perform.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wisdom (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Ground || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Arm ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your arms, or other extremities used for manual manipulation, is broken.&#039;&#039; Any Check you make which involves the use of the affected limb is halved, and the affected limb cannot be used to hold an object weighing more than half a kilogram.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by using a cast, using a brace, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement, is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Blindness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Sight || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one of your eyes has left you temporarily without much usable sight in that eye. Perhaps inflammation or irritation obstructs your vision, or perhaps true blindness has temporarily set in.&#039;&#039; You cannot roll more than half of the total on a die for any check that is dependent on sight. Furthermore, you lack depth perception as you only have one eye.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a +1 bonus on Checks made to Recover from this Wound for each of the following:&lt;br /&gt;
*You apply a proper medicinal salve to the eye.&lt;br /&gt;
*You have worn a patch over the eye.&lt;br /&gt;
*You have used appropriate warm and/or cold compresses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Deafness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one your ears has left you temporarily deafened.&#039;&#039; You cannot hear.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured ears have been protected from the elements (such as through the use of bandages or earmuffs).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Respiratory Injury ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.&#039;&#039; Your Might is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each time, after injury, you have significantly overexerted yourself to the point of running out of breath since your last Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vertigo ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory, Mental || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;You spin me right &#039;round, baby, right &#039;round, like a record, baby, right &#039;round, &#039;round, &#039;round …&amp;quot; -  Dead or Alive.&#039;&#039; You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(No &#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weariness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your body has been battered and bruised, and the scars and shrapnel wounds ache with every moment.&#039;&#039; Whenever you take Damage, the amount of Damage you take is increased by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger Disciplines ===&lt;br /&gt;
Here is the list of Ranger Disciplines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Growing Skill ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have studied a variety of more niche topics to become more of a generalist.&#039;&#039; You gain 2 Skill and/or Tool Proficiencies of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Arcana ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the primal magic of the Wardens to more effectively fight.&#039;&#039; Choose one of the &#039;&#039;Spells&#039;&#039; the Warden gets from their Nature&#039;s Magic Feature, you gain that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Agility ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have practiced many varieties of traversing the area around you.&#039;&#039; You can Climb and Swim.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roving ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have built up an instinctual movement to bound at quicker speed.&#039;&#039; Your Movement increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are ever-watchful, for a ranger is rarely caught of guard.&#039;&#039; You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; &#039;&#039;Energy sits in the palm of your hand, and can be used in anyway you wish.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; &#039;&#039;Ice and frost heeds your call, freezing what you wish creeping through foes.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.&lt;br /&gt;
:You can spend 1–3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; &#039;&#039;Fire and flame heed your call, striking in a flaming nova and roasting your enemies.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Spell.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panache Tricks ===&lt;br /&gt;
Here are the Panache Tricks you can choose from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; you get one of the four following spells.&lt;br /&gt;
&lt;br /&gt;
healig speell (Nature&#039;s Healing)&lt;br /&gt;
&lt;br /&gt;
magically make weaopin of choice as action and energy and gains the nature trait (Nature&#039;s Armaments)&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Vengeance ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Shield ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Wit: 1&lt;br /&gt;
*Spirit: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Wit or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4089</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4089"/>
		<updated>2023-02-23T17:29:58Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Lingering Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Free, Free || Free || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Spirit, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Spirit when using the Poisoner&#039;s Kit instead of Might or Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adaptive ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Between inborn skill and natural physiology, Humans are easily able to adapt to any environment.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Man ====&lt;br /&gt;
&#039;&#039;Human Feature. Destiny.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The true fate of men is yet to be revealed; a destiny which shall overshadow even the elder races.&#039;&#039; You gain +1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Human Kins represent the different physiological forms that Humans can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bree-lander ====&lt;br /&gt;
&#039;&#039;Human Kin. Desire.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of simple desires, the men of Bree and the surrounding areas are almost Hobbitish, after a fashion.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the &#039;&#039;Emotion Trait&#039;&#039; to ignore that Fear instead. When you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dúnedan ====&lt;br /&gt;
&#039;&#039;Human Kin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;… The Dúnedain were lords of long life, great power, and wisdom …&amp;quot;.&#039;&#039; When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse-lord ====&lt;br /&gt;
&#039;&#039;Human Kin. Speech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They are proud and willful, but they are true-hearted, generous in both thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years …&amp;quot; - Aragorn, the Two Towers.&#039;&#039; You can communicate with horses and similar creatures as if you shared a common language.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Northmen ====&lt;br /&gt;
&#039;&#039;Human Kin. Training.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Citizens of the White Tower and its lands, the Men of the South are known for their call to arms.&#039;&#039; After you perform an Attack, you gain one Martial Opportunity stack, which lasts until the start of your next turn. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction and spend a Martial Opportunity stack to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the West ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Auditory, Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising.&amp;quot; - Legolas, The Return of the King.&#039;&#039; You, and any allies who can see or hear you, can use Spirit instead of Wit or Lore when defending or when resisting Fear or Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency,&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Spirit || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter&#039;s Instincts ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Instinct || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your natural instincts to hunt manifest themselves both in your bestial form and your mannish shape.&#039;&#039; While in Humanoid Form, you gain Trap Lore Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round when you take the Move or Hide action while in Animal Form, you can take the Search action for free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Packleader ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Tactic, Leadership || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are a born leader of those whom you deem your packmates.&#039;&#039; While you are in Humanoid Form, you and allies who can hear you gain +1 to any Stealth checks you make.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each Round in combat while you are in Beast Form, you and all adjacent allies can move a number of spaces up to your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enfeebled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A heavy blow has weakened you, impairing your retaliation.&#039;&#039; It.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wisdom (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Ground || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Arm ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your arms, or other extremities used for manual manipulation, is broken.&#039;&#039; Any Check you make which involves the use of the affected limb is halved, and the affected limb cannot be used to hold an object weighing more than half a kilogram.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by using a cast, using a brace, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement, is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Blindness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Sight || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one of your eyes has left you temporarily without much usable sight in that eye. Perhaps inflammation or irritation obstructs your vision, or perhaps true blindness has temporarily set in.&#039;&#039; You cannot roll more than half of the total on a die for any check that is dependent on sight. Furthermore, you lack depth perception as you only have one eye.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a +1 bonus on Checks made to Recover from this Wound for each of the following:&lt;br /&gt;
*You apply a proper medicinal salve to the eye.&lt;br /&gt;
*You have worn a patch over the eye.&lt;br /&gt;
*You have used appropriate warm and/or cold compresses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Deafness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one your ears has left you temporarily deafened.&#039;&#039; You cannot hear.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured ears have been protected from the elements (such as through the use of bandages or earmuffs).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Respiratory Injury ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.&#039;&#039; Your Might is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each time, after injury, you have significantly overexerted yourself to the point of running out of breath since your last Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vertigo ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory, Mental || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;You spin me right &#039;round, baby, right &#039;round, like a record, baby, right &#039;round, &#039;round, &#039;round …&amp;quot; -  Dead or Alive.&#039;&#039; You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(No &#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weariness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your body has been battered and bruised, and the scars and shrapnel wounds ache with every moment.&#039;&#039; Whenever you take Damage, the amount of Damage you take is increased by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger Disciplines ===&lt;br /&gt;
Here is the list of Ranger Disciplines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Growing Skill ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have studied a variety of more niche topics to become more of a generalist.&#039;&#039; You gain 2 Skill and/or Tool Proficiencies of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Arcana ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the primal magic of the Wardens to more effectively fight.&#039;&#039; Choose one of the &#039;&#039;Spells&#039;&#039; the Warden gets from their Nature&#039;s Magic Feature, you gain that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Agility ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have practiced many varieties of traversing the area around you.&#039;&#039; You can Climb and Swim.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roving ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have built up an instinctual movement to bound at quicker speed.&#039;&#039; Your Movement increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are ever-watchful, for a ranger is rarely caught of guard.&#039;&#039; You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; &#039;&#039;Energy sits in the palm of your hand, and can be used in anyway you wish.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; &#039;&#039;Ice and frost heeds your call, freezing what you wish creeping through foes.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.&lt;br /&gt;
:You can spend 1–3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; &#039;&#039;Fire and flame heed your call, striking in a flaming nova and roasting your enemies.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Spell.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panache Tricks ===&lt;br /&gt;
Here are the Panache Tricks you can choose from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; you get one of the four following spells.&lt;br /&gt;
&lt;br /&gt;
healig speell (Nature&#039;s Healing)&lt;br /&gt;
&lt;br /&gt;
magically make weaopin of choice as action and energy and gains the nature trait (Nature&#039;s Armaments)&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Vengeance ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Shield ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Wit: 1&lt;br /&gt;
*Spirit: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Wit or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4088</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4088"/>
		<updated>2023-02-23T17:28:42Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Glancing Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Free, Free || Free || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Spirit, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Spirit when using the Poisoner&#039;s Kit instead of Might or Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adaptive ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Between inborn skill and natural physiology, Humans are easily able to adapt to any environment.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Man ====&lt;br /&gt;
&#039;&#039;Human Feature. Destiny.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The true fate of men is yet to be revealed; a destiny which shall overshadow even the elder races.&#039;&#039; You gain +1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Human Kins represent the different physiological forms that Humans can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bree-lander ====&lt;br /&gt;
&#039;&#039;Human Kin. Desire.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of simple desires, the men of Bree and the surrounding areas are almost Hobbitish, after a fashion.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the &#039;&#039;Emotion Trait&#039;&#039; to ignore that Fear instead. When you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dúnedan ====&lt;br /&gt;
&#039;&#039;Human Kin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;… The Dúnedain were lords of long life, great power, and wisdom …&amp;quot;.&#039;&#039; When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse-lord ====&lt;br /&gt;
&#039;&#039;Human Kin. Speech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They are proud and willful, but they are true-hearted, generous in both thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years …&amp;quot; - Aragorn, the Two Towers.&#039;&#039; You can communicate with horses and similar creatures as if you shared a common language.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Northmen ====&lt;br /&gt;
&#039;&#039;Human Kin. Training.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Citizens of the White Tower and its lands, the Men of the South are known for their call to arms.&#039;&#039; After you perform an Attack, you gain one Martial Opportunity stack, which lasts until the start of your next turn. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction and spend a Martial Opportunity stack to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the West ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Auditory, Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising.&amp;quot; - Legolas, The Return of the King.&#039;&#039; You, and any allies who can see or hear you, can use Spirit instead of Wit or Lore when defending or when resisting Fear or Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency,&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Spirit || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter&#039;s Instincts ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Instinct || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your natural instincts to hunt manifest themselves both in your bestial form and your mannish shape.&#039;&#039; While in Humanoid Form, you gain Trap Lore Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round when you take the Move or Hide action while in Animal Form, you can take the Search action for free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Packleader ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Tactic, Leadership || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are a born leader of those whom you deem your packmates.&#039;&#039; While you are in Humanoid Form, you and allies who can hear you gain +1 to any Stealth checks you make.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each Round in combat while you are in Beast Form, you and all adjacent allies can move a number of spaces up to your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enfeebled ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A heavy blow has weakened you, impairing your retaliation.&#039;&#039; It.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wisdom (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Ground || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Arm ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your arms, or other extremities used for manual manipulation, is broken.&#039;&#039; Any Check you make which involves the use of the affected limb is halved, and the affected limb cannot be used to hold an object weighing more than half a kilogram.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by using a cast, using a brace, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement, is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Blindness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Sight || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one of your eyes has left you temporarily without much usable sight in that eye. Perhaps inflammation or irritation obstructs your vision, or perhaps true blindness has temporarily set in.&#039;&#039; You cannot roll more than half of the total on a die for any check that is dependent on sight. Furthermore, you lack depth perception as you only have one eye.&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a +1 bonus on Checks made to Recover from this Wound for each of the following:&lt;br /&gt;
*You apply a proper medicinal salve to the eye.&lt;br /&gt;
*You have worn a patch over the eye.&lt;br /&gt;
*You have used appropriate warm and/or cold compresses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Deafness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one your ears has left you temporarily deafened.&#039;&#039; You cannot hear.&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured ears have been protected from the elements (such as through the use of bandages or earmuffs).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Respiratory Injury ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.&#039;&#039; Your Might is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each time, after injury, you have significantly overexerted yourself to the point of running out of breath since your last Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vertigo ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory, Mental || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;You spin me right &#039;round, baby, right &#039;round, like a record, baby, right &#039;round, &#039;round, &#039;round …&amp;quot; -  Dead or Alive.&#039;&#039; You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(No &#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weariness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your body has been battered and bruised, and the scars and shrapnel wounds ache with every moment.&#039;&#039; Whenever you take Damage, the amount of Damage you take is increased by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger Disciplines ===&lt;br /&gt;
Here is the list of Ranger Disciplines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Growing Skill ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have studied a variety of more niche topics to become more of a generalist.&#039;&#039; You gain 2 Skill and/or Tool Proficiencies of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Arcana ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the primal magic of the Wardens to more effectively fight.&#039;&#039; Choose one of the &#039;&#039;Spells&#039;&#039; the Warden gets from their Nature&#039;s Magic Feature, you gain that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Agility ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have practiced many varieties of traversing the area around you.&#039;&#039; You can Climb and Swim.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roving ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have built up an instinctual movement to bound at quicker speed.&#039;&#039; Your Movement increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are ever-watchful, for a ranger is rarely caught of guard.&#039;&#039; You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; &#039;&#039;Energy sits in the palm of your hand, and can be used in anyway you wish.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; &#039;&#039;Ice and frost heeds your call, freezing what you wish creeping through foes.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.&lt;br /&gt;
:You can spend 1–3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; &#039;&#039;Fire and flame heed your call, striking in a flaming nova and roasting your enemies.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Spell.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panache Tricks ===&lt;br /&gt;
Here are the Panache Tricks you can choose from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; you get one of the four following spells.&lt;br /&gt;
&lt;br /&gt;
healig speell (Nature&#039;s Healing)&lt;br /&gt;
&lt;br /&gt;
magically make weaopin of choice as action and energy and gains the nature trait (Nature&#039;s Armaments)&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Vengeance ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Shield ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Wit: 1&lt;br /&gt;
*Spirit: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Wit or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4087</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4087"/>
		<updated>2023-02-23T17:18:30Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Lingering Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Free, Free || Free || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Spirit, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Spirit when using the Poisoner&#039;s Kit instead of Might or Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adaptive ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Between inborn skill and natural physiology, Humans are easily able to adapt to any environment.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Man ====&lt;br /&gt;
&#039;&#039;Human Feature. Destiny.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The true fate of men is yet to be revealed; a destiny which shall overshadow even the elder races.&#039;&#039; You gain +1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Human Kins represent the different physiological forms that Humans can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bree-lander ====&lt;br /&gt;
&#039;&#039;Human Kin. Desire.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of simple desires, the men of Bree and the surrounding areas are almost Hobbitish, after a fashion.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the &#039;&#039;Emotion Trait&#039;&#039; to ignore that Fear instead. When you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dúnedan ====&lt;br /&gt;
&#039;&#039;Human Kin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;… The Dúnedain were lords of long life, great power, and wisdom …&amp;quot;.&#039;&#039; When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse-lord ====&lt;br /&gt;
&#039;&#039;Human Kin. Speech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They are proud and willful, but they are true-hearted, generous in both thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years …&amp;quot; - Aragorn, the Two Towers.&#039;&#039; You can communicate with horses and similar creatures as if you shared a common language.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Northmen ====&lt;br /&gt;
&#039;&#039;Human Kin. Training.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Citizens of the White Tower and its lands, the Men of the South are known for their call to arms.&#039;&#039; After you perform an Attack, you gain one Martial Opportunity stack, which lasts until the start of your next turn. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction and spend a Martial Opportunity stack to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the West ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Auditory, Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising.&amp;quot; - Legolas, The Return of the King.&#039;&#039; You, and any allies who can see or hear you, can use Spirit instead of Wit or Lore when defending or when resisting Fear or Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency,&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Spirit || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter&#039;s Instincts ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Instinct || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your natural instincts to hunt manifest themselves both in your bestial form and your mannish shape.&#039;&#039; While in Humanoid Form, you gain Trap Lore Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round when you take the Move or Hide action while in Animal Form, you can take the Search action for free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Packleader ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Tactic, Leadership || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are a born leader of those whom you deem your packmates.&#039;&#039; While you are in Humanoid Form, you and allies who can hear you gain +1 to any Stealth checks you make.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each Round in combat while you are in Beast Form, you and all adjacent allies can move a number of spaces up to your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wisdom (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Ground || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Arm ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your arms, or other extremities used for manual manipulation, is broken.&#039;&#039; Any Check you make which involves the use of the affected limb is halved, and the affected limb cannot be used to hold an object weighing more than half a kilogram.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by using a cast, using a brace, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement, is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Blindness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Sight || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one of your eyes has left you temporarily without much usable sight in that eye. Perhaps inflammation or irritation obstructs your vision, or perhaps true blindness has temporarily set in.&#039;&#039; You cannot roll more than half of the total on a die for any check that is dependent on sight. Furthermore, you lack depth perception as you only have one eye.&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a +1 bonus on Checks made to Recover from this Wound for each of the following:&lt;br /&gt;
*You apply a proper medicinal salve to the eye.&lt;br /&gt;
*You have worn a patch over the eye.&lt;br /&gt;
*You have used appropriate warm and/or cold compresses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Deafness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one your ears has left you temporarily deafened.&#039;&#039; You cannot hear.&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured ears have been protected from the elements (such as through the use of bandages or earmuffs).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Respiratory Injury ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.&#039;&#039; Your Might is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each time, after injury, you have significantly overexerted yourself to the point of running out of breath since your last Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vertigo ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory, Mental || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;You spin me right &#039;round, baby, right &#039;round, like a record, baby, right &#039;round, &#039;round, &#039;round …&amp;quot; -  Dead or Alive.&#039;&#039; You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(No &#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weariness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your body has been battered and bruised, and the scars and shrapnel wounds ache with every moment.&#039;&#039; Whenever you take Damage, the amount of Damage you take is increased by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger Disciplines ===&lt;br /&gt;
Here is the list of Ranger Disciplines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Growing Skill ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have studied a variety of more niche topics to become more of a generalist.&#039;&#039; You gain 2 Skill and/or Tool Proficiencies of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Arcana ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the primal magic of the Wardens to more effectively fight.&#039;&#039; Choose one of the &#039;&#039;Spells&#039;&#039; the Warden gets from their Nature&#039;s Magic Feature, you gain that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Agility ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have practiced many varieties of traversing the area around you.&#039;&#039; You can Climb and Swim.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roving ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have built up an instinctual movement to bound at quicker speed.&#039;&#039; Your Movement increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are ever-watchful, for a ranger is rarely caught of guard.&#039;&#039; You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; &#039;&#039;Energy sits in the palm of your hand, and can be used in anyway you wish.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; &#039;&#039;Ice and frost heeds your call, freezing what you wish creeping through foes.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.&lt;br /&gt;
:You can spend 1–3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; &#039;&#039;Fire and flame heed your call, striking in a flaming nova and roasting your enemies.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Spell.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panache Tricks ===&lt;br /&gt;
Here are the Panache Tricks you can choose from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; you get one of the four following spells.&lt;br /&gt;
&lt;br /&gt;
healig speell (Nature&#039;s Healing)&lt;br /&gt;
&lt;br /&gt;
magically make weaopin of choice as action and energy and gains the nature trait (Nature&#039;s Armaments)&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Vengeance ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Shield ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Wit: 1&lt;br /&gt;
*Spirit: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Wit or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4086</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4086"/>
		<updated>2023-02-23T03:25:30Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Lingering Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Free, Free || Free || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Spirit, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Spirit when using the Poisoner&#039;s Kit instead of Might or Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adaptive ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Between inborn skill and natural physiology, Humans are easily able to adapt to any environment.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Man ====&lt;br /&gt;
&#039;&#039;Human Feature. Destiny.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The true fate of men is yet to be revealed; a destiny which shall overshadow even the elder races.&#039;&#039; You gain +1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Human Kins represent the different physiological forms that Humans can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bree-lander ====&lt;br /&gt;
&#039;&#039;Human Kin. Desire.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of simple desires, the men of Bree and the surrounding areas are almost Hobbitish, after a fashion.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the &#039;&#039;Emotion Trait&#039;&#039; to ignore that Fear instead. When you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dúnedan ====&lt;br /&gt;
&#039;&#039;Human Kin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;… The Dúnedain were lords of long life, great power, and wisdom …&amp;quot;.&#039;&#039; When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse-lord ====&lt;br /&gt;
&#039;&#039;Human Kin. Speech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They are proud and willful, but they are true-hearted, generous in both thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years …&amp;quot; - Aragorn, the Two Towers.&#039;&#039; You can communicate with horses and similar creatures as if you shared a common language.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Northmen ====&lt;br /&gt;
&#039;&#039;Human Kin. Training.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Citizens of the White Tower and its lands, the Men of the South are known for their call to arms.&#039;&#039; After you perform an Attack, you gain one Martial Opportunity stack, which lasts until the start of your next turn. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction and spend a Martial Opportunity stack to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the West ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Auditory, Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising.&amp;quot; - Legolas, The Return of the King.&#039;&#039; You, and any allies who can see or hear you, can use Spirit instead of Wit or Lore when defending or when resisting Fear or Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency,&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Spirit || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter&#039;s Instincts ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Instinct || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your natural instincts to hunt manifest themselves both in your bestial form and your mannish shape.&#039;&#039; While in Humanoid Form, you gain Trap Lore Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round when you take the Move or Hide action while in Animal Form, you can take the Search action for free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Packleader ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Tactic, Leadership || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are a born leader of those whom you deem your packmates.&#039;&#039; While you are in Humanoid Form, you and allies who can hear you gain +1 to any Stealth checks you make.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each Round in combat while you are in Beast Form, you and all adjacent allies can move a number of spaces up to your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wisdom (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Ground || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Arm ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your arms, or other extremities used for manual manipulation, is broken.&#039;&#039; Any Check you make which involves the use of the affected limb is halved, and the affected limb cannot be used to hold an object weighing more than half a kilogram.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by using a cast, using a brace, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement, is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Blindness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Sight || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one of your eyes has left you temporarily without much usable sight in that eye. Perhaps inflammation or irritation obstructs your vision, or perhaps true blindness has temporarily set in.&#039;&#039; You cannot roll more than half of the total on a die for any check that is dependent on sight. Furthermore, you lack depth perception as you only have one eye.&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a +1 bonus on Checks made to Recover from this Wound for each of the following:&lt;br /&gt;
*You apply a proper medicinal salve to the eye.&lt;br /&gt;
*You have worn a patch over the eye.&lt;br /&gt;
*You have used appropriate warm and/or cold compresses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lingering Deafness ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory || Might, Lore (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;An injury to one your ears has left you temporarily deafened.&#039;&#039; You cannot hear.&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured ears have been protected from the elements (such as through the use of bandages or earmuffs).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Respiratory Injury ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.&#039;&#039; Your Might is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You gain a -1 penalty on Checks made to Recover from this Wound for each time, after injury, you have significantly overexerted yourself to the point of running out of breath since your last Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vertigo ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Auditory, Mental || Might, Spirit (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;You spin me right &#039;round, baby, right &#039;round, like a record, baby, right &#039;round, &#039;round, &#039;round …&amp;quot; -  Dead or Alive.&#039;&#039; You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(No &#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039;)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger Disciplines ===&lt;br /&gt;
Here is the list of Ranger Disciplines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Growing Skill ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have studied a variety of more niche topics to become more of a generalist.&#039;&#039; You gain 2 Skill and/or Tool Proficiencies of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Arcana ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the primal magic of the Wardens to more effectively fight.&#039;&#039; Choose one of the &#039;&#039;Spells&#039;&#039; the Warden gets from their Nature&#039;s Magic Feature, you gain that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Agility ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have practiced many varieties of traversing the area around you.&#039;&#039; You can Climb and Swim.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roving ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have built up an instinctual movement to bound at quicker speed.&#039;&#039; Your Movement increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are ever-watchful, for a ranger is rarely caught of guard.&#039;&#039; You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; &#039;&#039;Energy sits in the palm of your hand, and can be used in anyway you wish.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; &#039;&#039;Ice and frost heeds your call, freezing what you wish creeping through foes.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.&lt;br /&gt;
:You can spend 1–3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; &#039;&#039;Fire and flame heed your call, striking in a flaming nova and roasting your enemies.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Spell.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panache Tricks ===&lt;br /&gt;
Here are the Panache Tricks you can choose from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; you get one of the four following spells.&lt;br /&gt;
&lt;br /&gt;
healig speell (Nature&#039;s Healing)&lt;br /&gt;
&lt;br /&gt;
magically make weaopin of choice as action and energy and gains the nature trait (Nature&#039;s Armaments)&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Vengeance ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Shield ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Wit: 1&lt;br /&gt;
*Spirit: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Wit or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4085</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4085"/>
		<updated>2023-02-23T02:39:59Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Skinchanger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Free, Free || Free || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Spirit, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Spirit when using the Poisoner&#039;s Kit instead of Might or Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adaptive ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Between inborn skill and natural physiology, Humans are easily able to adapt to any environment.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Man ====&lt;br /&gt;
&#039;&#039;Human Feature. Destiny.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The true fate of men is yet to be revealed; a destiny which shall overshadow even the elder races.&#039;&#039; You gain +1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Human Kins represent the different physiological forms that Humans can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bree-lander ====&lt;br /&gt;
&#039;&#039;Human Kin. Desire.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of simple desires, the men of Bree and the surrounding areas are almost Hobbitish, after a fashion.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the &#039;&#039;Emotion Trait&#039;&#039; to ignore that Fear instead. When you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dúnedan ====&lt;br /&gt;
&#039;&#039;Human Kin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;… The Dúnedain were lords of long life, great power, and wisdom …&amp;quot;.&#039;&#039; When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse-lord ====&lt;br /&gt;
&#039;&#039;Human Kin. Speech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They are proud and willful, but they are true-hearted, generous in both thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years …&amp;quot; - Aragorn, the Two Towers.&#039;&#039; You can communicate with horses and similar creatures as if you shared a common language.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Northmen ====&lt;br /&gt;
&#039;&#039;Human Kin. Training.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Citizens of the White Tower and its lands, the Men of the South are known for their call to arms.&#039;&#039; After you perform an Attack, you gain one Martial Opportunity stack, which lasts until the start of your next turn. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction and spend a Martial Opportunity stack to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the West ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Auditory, Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising.&amp;quot; - Legolas, The Return of the King.&#039;&#039; You, and any allies who can see or hear you, can use Spirit instead of Wit or Lore when defending or when resisting Fear or Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency,&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Spirit || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter&#039;s Instincts ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Instinct || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your natural instincts to hunt manifest themselves both in your bestial form and your mannish shape.&#039;&#039; While in Humanoid Form, you gain Trap Lore Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round when you take the Move or Hide action while in Animal Form, you can take the Search action for free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Packleader ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger, Tactic, Leadership || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are a born leader of those whom you deem your packmates.&#039;&#039; While you are in Humanoid Form, you and allies who can hear you gain +1 to any Stealth checks you make.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each Round in combat while you are in Beast Form, you and all adjacent allies can move a number of spaces up to your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wisdom (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Ground || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured extremity was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger Disciplines ===&lt;br /&gt;
Here is the list of Ranger Disciplines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Growing Skill ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have studied a variety of more niche topics to become more of a generalist.&#039;&#039; You gain 2 Skill and/or Tool Proficiencies of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Arcana ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the primal magic of the Wardens to more effectively fight.&#039;&#039; Choose one of the &#039;&#039;Spells&#039;&#039; the Warden gets from their Nature&#039;s Magic Feature, you gain that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Agility ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have practiced many varieties of traversing the area around you.&#039;&#039; You can Climb and Swim.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roving ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have built up an instinctual movement to bound at quicker speed.&#039;&#039; Your Movement increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are ever-watchful, for a ranger is rarely caught of guard.&#039;&#039; You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; &#039;&#039;Energy sits in the palm of your hand, and can be used in anyway you wish.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; &#039;&#039;Ice and frost heeds your call, freezing what you wish creeping through foes.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.&lt;br /&gt;
:You can spend 1–3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; &#039;&#039;Fire and flame heed your call, striking in a flaming nova and roasting your enemies.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Spell.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panache Tricks ===&lt;br /&gt;
Here are the Panache Tricks you can choose from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; you get one of the four following spells.&lt;br /&gt;
&lt;br /&gt;
healig speell (Nature&#039;s Healing)&lt;br /&gt;
&lt;br /&gt;
magically make weaopin of choice as action and energy and gains the nature trait (Nature&#039;s Armaments)&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Vengeance ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Shield ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Wit: 1&lt;br /&gt;
*Spirit: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Wit or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4084</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4084"/>
		<updated>2023-02-23T02:11:44Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Human */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Free, Free || Free || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Spirit, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Spirit when using the Poisoner&#039;s Kit instead of Might or Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adaptive ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Between inborn skill and natural physiology, Humans are easily able to adapt to any environment.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Man ====&lt;br /&gt;
&#039;&#039;Human Feature. Destiny.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The true fate of men is yet to be revealed; a destiny which shall overshadow even the elder races.&#039;&#039; You gain +1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Human Kins represent the different physiological forms that Humans can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bree-lander ====&lt;br /&gt;
&#039;&#039;Human Kin. Desire.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of simple desires, the men of Bree and the surrounding areas are almost Hobbitish, after a fashion.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the &#039;&#039;Emotion Trait&#039;&#039; to ignore that Fear instead. When you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dúnedan ====&lt;br /&gt;
&#039;&#039;Human Kin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;… The Dúnedain were lords of long life, great power, and wisdom …&amp;quot;.&#039;&#039; When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse-lord ====&lt;br /&gt;
&#039;&#039;Human Kin. Speech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They are proud and willful, but they are true-hearted, generous in both thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years …&amp;quot; - Aragorn, the Two Towers.&#039;&#039; You can communicate with horses and similar creatures as if you shared a common language.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Northmen ====&lt;br /&gt;
&#039;&#039;Human Kin. Training.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Citizens of the White Tower and its lands, the Men of the South are known for their call to arms.&#039;&#039; After you perform an Attack, you gain one Martial Opportunity stack, which lasts until the start of your next turn. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction and spend a Martial Opportunity stack to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the West ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Auditory, Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising.&amp;quot; - Legolas, The Return of the King.&#039;&#039; You, and any allies who can see or hear you, can use Spirit instead of Wit or Lore when defending or when resisting Fear or Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency,&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Spirit || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feat ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wisdom (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Ground || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured extremity was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger Disciplines ===&lt;br /&gt;
Here is the list of Ranger Disciplines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Growing Skill ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have studied a variety of more niche topics to become more of a generalist.&#039;&#039; You gain 2 Skill and/or Tool Proficiencies of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Arcana ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the primal magic of the Wardens to more effectively fight.&#039;&#039; Choose one of the &#039;&#039;Spells&#039;&#039; the Warden gets from their Nature&#039;s Magic Feature, you gain that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Agility ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have practiced many varieties of traversing the area around you.&#039;&#039; You can Climb and Swim.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roving ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have built up an instinctual movement to bound at quicker speed.&#039;&#039; Your Movement increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are ever-watchful, for a ranger is rarely caught of guard.&#039;&#039; You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; &#039;&#039;Energy sits in the palm of your hand, and can be used in anyway you wish.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; &#039;&#039;Ice and frost heeds your call, freezing what you wish creeping through foes.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.&lt;br /&gt;
:You can spend 1–3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; &#039;&#039;Fire and flame heed your call, striking in a flaming nova and roasting your enemies.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Spell.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panache Tricks ===&lt;br /&gt;
Here are the Panache Tricks you can choose from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; you get one of the four following spells.&lt;br /&gt;
&lt;br /&gt;
healig speell (Nature&#039;s Healing)&lt;br /&gt;
&lt;br /&gt;
magically make weaopin of choice as action and energy and gains the nature trait (Nature&#039;s Armaments)&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Vengeance ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Shield ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Wit: 1&lt;br /&gt;
*Spirit: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Wit or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4083</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4083"/>
		<updated>2023-02-23T02:11:21Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Human */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Free, Free || Free || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Spirit, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Spirit when using the Poisoner&#039;s Kit instead of Might or Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adaptive ====&lt;br /&gt;
&#039;&#039;Human Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Between inborn skill and natural physiology, Humans are easily able to adapt to any environment.&#039;&#039; You gain &#039;&#039;Environment&#039;&#039; Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Man ====&lt;br /&gt;
&#039;&#039;Human Feature. Destiny.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The true fate of men is yet to be revealed; a destiny which shall overshadow even the elder races.&#039;&#039; You gain +1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Human Kins represent the different physiological forms that Humans can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bree-lander ====&lt;br /&gt;
&#039;&#039;Human Kin. Desire.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of simple desires, the men of Bree and the surrounding areas are almost Hobbitish, after a fashion.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the &#039;&#039;Emotion Trait&#039;&#039; to ignore that Fear instead. When you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dúnedan ====&lt;br /&gt;
&#039;&#039;Human Kin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;… The Dúnedain were lords of long life, great power, and wisdom …&amp;quot;.&#039;&#039; When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse-lord ====&lt;br /&gt;
&#039;&#039;Human Kin. Speech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They are proud and willful, but they are true-hearted, generous in both thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years …&amp;quot; - Aragorn, the Two Towers.&#039;&#039; You can communicate with horses and similar creatures as if you shared a common language.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Northmen ====&lt;br /&gt;
&#039;&#039;Human Kin. Training.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Citizens of the White Tower and its lands, the Men of the South are known for their call to arms.&#039;&#039; After you perform an Attack, you gain one Martial Opportunity stack, which lasts until the start of your next turn. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction and spend a Martial Opportunity stack to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the West ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Human, Level 1 || N/A || Auditory, Human, Will || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;quot;If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising.&amp;quot; - Legolas, The Return of the King.&#039;&#039; You, and any allies who can see or hear you, can use Spirit instead of Wit or Lore when defending or when resisting Fear or Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency,&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Spirit || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feat ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wisdom (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Ground || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured extremity was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger Disciplines ===&lt;br /&gt;
Here is the list of Ranger Disciplines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Growing Skill ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have studied a variety of more niche topics to become more of a generalist.&#039;&#039; You gain 2 Skill and/or Tool Proficiencies of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primal Arcana ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the primal magic of the Wardens to more effectively fight.&#039;&#039; Choose one of the &#039;&#039;Spells&#039;&#039; the Warden gets from their Nature&#039;s Magic Feature, you gain that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Agility ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have practiced many varieties of traversing the area around you.&#039;&#039; You can Climb and Swim.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roving ====&lt;br /&gt;
&#039;&#039;Miscellaneous Disciple&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have built up an instinctual movement to bound at quicker speed.&#039;&#039; Your Movement increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless ====&lt;br /&gt;
&#039;&#039;Miscellaneous Discipline&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are ever-watchful, for a ranger is rarely caught of guard.&#039;&#039; You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; &#039;&#039;Energy sits in the palm of your hand, and can be used in anyway you wish.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; &#039;&#039;Ice and frost heeds your call, freezing what you wish creeping through foes.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.&lt;br /&gt;
:You can spend 1–3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; &#039;&#039;Fire and flame heed your call, striking in a flaming nova and roasting your enemies.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Spell.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panache Tricks ===&lt;br /&gt;
Here are the Panache Tricks you can choose from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; you get one of the four following spells.&lt;br /&gt;
&lt;br /&gt;
healig speell (Nature&#039;s Healing)&lt;br /&gt;
&lt;br /&gt;
magically make weaopin of choice as action and energy and gains the nature trait (Nature&#039;s Armaments)&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Vengeance ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Shield ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Wit: 1&lt;br /&gt;
*Spirit: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Wit or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4079</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4079"/>
		<updated>2023-02-20T01:06:14Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Burst of Stamina */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Free, Free || Free || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Spirit, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Spirit when using the Poisoner&#039;s Kit instead of Might or Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orc ====&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency, &lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Spirit || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feat ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wisdom (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Ground || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured extremity was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most creatures) within the area.&lt;br /&gt;
:You can spend 1–3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; As an Action, you can magically sequester an object you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again as an Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Spell.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panache Tricks ===&lt;br /&gt;
Here are the Panache Tricks you can choose from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain all your lost HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; you get one of the four following spells.&lt;br /&gt;
&lt;br /&gt;
healig speell (Nature&#039;s Healing)&lt;br /&gt;
&lt;br /&gt;
magically make weaopin of choice as action and energy and gains the nature trait (Nature&#039;s Armaments)&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Vengeance ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Shield ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Wit: 1&lt;br /&gt;
*Spirit: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Wit or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4078</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4078"/>
		<updated>2023-02-20T01:01:49Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* What Sorcery is This? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + their Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beastian ==&lt;br /&gt;
&#039;&#039;You a and anthropamorphic animal with fangs.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Free, Free || Free || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Armaments ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Teeth go brrrrrrrrrrrr.&#039;&#039; You gain a Bite Attack, with features determined once there&#039;s more weapon diversity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;Beastian Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Beastian Kins represent what animal&#039;s traits you have for your anthropamorphic form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Canine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a dog or wolf.&#039;&#039; Bite stronky.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feline ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a cat or lion.&#039;&#039; You get Nightvision, and you can Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vulpine ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You a fox&#039;&#039; You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursan ====&lt;br /&gt;
&#039;&#039;Beastian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;you a bearyboi&#039;&#039; Your Defense Die increases by 1 Step and your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behemon ==&lt;br /&gt;
&#039;&#039;Behemons are big bois and big big.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Agility || Creole, Behemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Behemon Resilience ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have both thick skin and are naturally reslient to blows.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction and 1 Energy if it is a Glancing Wound, 2 Reactions and 2 Energy if it is a Lingering Wound, or 3 Reactions and 3 Energy if it is a Grievous Wound, to instantly Recover from that Wound and ignore its effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Endurance ====&lt;br /&gt;
&#039;&#039;Behemon Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;FLUFF.&#039;&#039; You get Endurance Proficiency, and you gain Environmental Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Behemon Kins represent which tribe you hail from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dark.&#039;&#039; You gain Nightvision and Stealth Proficiency. add more later&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shore.&#039;&#039; You can Swim. and extra&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from a tribe of desert mystics that nomad all over the place.&#039;&#039; You gain Mental Resistance 2 [give a very basic spell from Psion].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tundra ====&lt;br /&gt;
&#039;&#039;Behemon Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Teskatread Tribe of the frozen wastes of the north.&#039;&#039; You gain Cold Resistance 1, and Tracking Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Centaur ==&lt;br /&gt;
&#039;&#039;Centaurs are creatures made of the lower half of an animal, and the upper half of a human.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Speed, Free || Agility || Creole, Evysiun&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Equine Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your lower half can cause you both some difficulty and some help.&#039;&#039; Your Movement increases by 2, You must spend twice as much Movement when you Climb.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evysiun Build ====&lt;br /&gt;
&#039;&#039;Centaur Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Due to your nature and lineage from the Great Centaur, your stature is heightened.&#039;&#039; Your Size is Large, meaning you occupy a 2x2 Meter Square in Combat instead of a 1x1. Your HP also increases by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Centaur Kins represent the animalistic lower halves, or other traits you take on from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a bulky and powerful bear.&#039;&#039; You gain a Claw Attack (traits). You also gain Bullying Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deer ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of an sturdy and bounding deer.&#039;&#039; Your Movement increases by 1. When you Jump, somehting extra happens based on the mechanics for jumping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Horse ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower of a something and something horse.&#039;&#039; You gain a Hoof Attack (traits). You can also spend 1 Energy and 2 Actions to kick a creature with mechanics that use your Hoof and maybe knock prone or smt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Centaur Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have the lower half of a slithering and sturdy snake.&#039;&#039; You gain Slashing Resistance 1. You also can spend 1 Reaction whem you gain a Glancing Wound with the Prone Trait to Recover from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Fire Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to Recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarf-Forged Flame ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You invest fire into you&#039;re tools.&#039;&#039; You can spend 1 Actions and 1 Energy to give an Item you&#039;re holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it&#039;s a Weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient Power ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You can tap into the ancient power of your ancient bloodline.&#039;&#039; You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Intentions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.&#039;&#039; You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravekeeper&#039;s Compassion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Undertaker, Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your familiarity with death and suffering allows you to shoulder the burdens of your allies more effectively.&#039;&#039; When an Ally attempts to Recover from a Grievous Wound or a Haunting Fear, you can allow them to either choose which Recovery Stat to use, or have them Roll the Check twice and use the higher result. Afterwards, you gain two Fears and two Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;Elves are long-lived, and you know their tropes, deal with it, I&#039;m working on actual mechanics ok?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Agility, Lore, Free || Might || Creole, Elven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Grace ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are extremely graceful, as most Elves are.&#039;&#039; You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elven Senses ====&lt;br /&gt;
&#039;&#039;Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have keen eyesight and sensitive hearing.&#039;&#039; You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Elven Kins represent the different splinter-factions of the Elves, using magic to attune to their current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the dark lands below.&#039;&#039; You gain Nightvision and other stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fae ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the Fae lands, whether they be forests, enchanted streams, or the like.&#039;&#039; You gain Mental Resistance 2 and Emotion Resistance 2. (would have feat tree of channeling different seasons/emotions)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the great vaults of knowledge and magic that the Elves guard.&#039;&#039; You gain  (has feats about learning some basic elven spells)&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
&#039;&#039;Elf Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hail from the woodlands where you brethren skillfully and silently hunt.&#039;&#039; You gain Stealth Proficiency, you can Climb, and your Movement increases by 1. (maybe some feats about setting traps)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Elf Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Elf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Seasoned ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Elf, Level 1 || N/A || Elf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.&#039;&#039; You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goblin====&lt;br /&gt;
&#039;&#039;You&#039;re a green little rat person, except you don&#039;t look like a rat, that&#039;s just what the society is&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Speed, Spirit, Free || Lore || Creole, Goblin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbits are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbitan&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Escape, Diplomacy, or Insight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Piercing Shriek ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced a shrill, ear-piercing screach to get yourself out of danger.&#039;&#039; You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modest Desires ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Humblefoot, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your emotions are not easily manipulated, as you only have desires for the simple pleasures of life.&#039;&#039; You can spend 1 Reaction when you would gain a Fear with the Emotion Trait to ignore that Fear instead, when you do so, you gain 1 Fate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Feet ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Nimbleknee, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;To best act as spies and operatives, many Nimbleknees learn to use their large hairy feet to fight.&#039;&#039; You gain a Feet Attack with traits and dice and stuff.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poison Familiarity ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Some Strongstomachs learn how to not only resist poison, but use it.&#039;&#039; You gain Poisoner&#039;s Kit Proficiency, and you can use your Spirit when using the Poisoner&#039;s Kit instead of Might or Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orc ====&lt;br /&gt;
&#039;&#039;Orcs are Orcs, deal with it, there isn&#039;t fluff yet.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
core fantasy of orc:&lt;br /&gt;
force of nature&lt;br /&gt;
raw Ferocity&lt;br /&gt;
big angy&lt;br /&gt;
endurance&lt;br /&gt;
physical prowess&lt;br /&gt;
&lt;br /&gt;
==== Orc Power ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; At &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Orcish Ferocity ====&lt;br /&gt;
&#039;&#039;Orc Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; You gain Endurance Proficiency, &lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a greater level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skinchanger ==&lt;br /&gt;
&#039;&#039;You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Spirit || Creole, Skinchanger&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bestial Speech ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You innately know how to communicate with the beasts of the world.&#039;&#039; Animals can understand your speach, and you can understand simple ideas they express.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thickened Hide ====&lt;br /&gt;
&#039;&#039;Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.&#039;&#039; Your Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Skinchanger Kins represent the different animals they shift into.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bear ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into great and powerful bears.&#039;&#039; Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Snake ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tiger ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fluff.&#039;&#039; Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wolf ====&lt;br /&gt;
&#039;&#039;Skinchanger Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can transform into cunning and quick wolves.&#039;&#039; Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feat ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Skinchanger, Level 1 || N/A || Skinchanger || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aegisis&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wisdom (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Ground || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured extremity was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an effect with the &#039;&#039;Emotion&#039;&#039; or &#039;&#039;Mental Trait&#039;&#039;, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the &#039;&#039;Magic Trait&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the X || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039; (rename)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Silver Trait&#039;&#039;. You also gain the &#039;&#039;Lycanthrope&#039;&#039;, &#039;&#039;Shapeshifter&#039;&#039;, and &#039;&#039;Cursed Traits&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
You Aragorn&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Favored Foe ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can research potential enemies you would come across to be more effective against them.&#039;&#039; At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ranger Disciplines ====&lt;br /&gt;
&#039;&#039;1st Level Ranger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rangers have a variety of skills and arts to enhance and alter their combat.&#039;&#039; Choose one Ranger Discipline to gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
edgy orpha (assassin&#039;s would choose a few speicifc for their woundy boi feature)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wounding Strikes ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can pinpoint your attacks to cause debilitating harm to your targets.&#039;&#039; When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
&#039;&#039;1st Level Rogue Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.&#039;&#039; While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain the following Sneak Attack Conditions:&lt;br /&gt;
*An Ally is adjacent to the target.&lt;br /&gt;
*The target cannot sense you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 Meters).&amp;quot; Whenever you Attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most creatures) within the area.&lt;br /&gt;
:You can spend 1–3 Energy to increase the Sphere&#039;s Radius by 1 Meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
:You can move the Creature or Item a number of Spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; &#039;&#039;Magic. Spell.&#039;&#039; As an Action, you can magically sequester an object you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again as an Action.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.&amp;lt;br&amp;gt;&lt;br /&gt;
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Bloodlines ==&lt;br /&gt;
STUFF&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline ===&lt;br /&gt;
&#039;&#039;Flavor&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nature ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine and Holy power flows through you.&#039;&#039; You gain Negative Resistance 2 and you gain Evil Resistance 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Spells ====&lt;br /&gt;
&#039;&#039;1st Level Divine Bloodline Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Spell.&lt;br /&gt;
*&#039;&#039;&#039;Mend Wounds.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target. Positive. Healing.&#039;&#039; You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panache Tricks ===&lt;br /&gt;
Here are the Panache Tricks you can choose from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
walky walky&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jack of All Trades ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have experienced a significant amount, and can pick up on a lot very quickly.&#039;&#039; You gain a +1 bonus to all Checks you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burst of Stamina ====&lt;br /&gt;
&#039;&#039;1st Level Traveler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.&#039;&#039; You can spend 1 Energy as a Free Action to perform one of the following:&lt;br /&gt;
*&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You regain 1d4 + Wit HP.&lt;br /&gt;
*&#039;&#039;&#039;Quick Action.&#039;&#039;&#039; You take the Move, Brace, Grab, Help, Push, or Recover Action.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Will.&#039;&#039;&#039; You reroll a Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Halt ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your stalward defense can stop enemies in their tracks.&#039;&#039; You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong-Willed ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You refine your abilities to resist and avoid hostile situtations.&#039;&#039; At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the primal power of the wilds to partially nullify magic.&#039;&#039; When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;fluff.&#039;&#039; you get one of the four following spells.&lt;br /&gt;
&lt;br /&gt;
healig speell (Nature&#039;s Healing)&lt;br /&gt;
&lt;br /&gt;
magically make weaopin of choice as action and energy and gains the nature trait (Nature&#039;s Armaments)&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Vengeance ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can use the wrath of the wilds to harm those who harm you.&#039;&#039; When you suffer a Wound, you can spend 1 Reaction to lash out with nature&#039;s magic against the Creature that dealt the Wound to you&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nature&#039;s Shield ====&lt;br /&gt;
&#039;&#039;1st Level Warden Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The power of the wilds will protect you from harm.&#039;&#039; When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;br /&gt;
&lt;br /&gt;
= Monsters =&lt;br /&gt;
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don&#039;t gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Bear ===&lt;br /&gt;
&#039;&#039;Traits. -Beast. -Large. -Carnivore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*DD: d6&lt;br /&gt;
&lt;br /&gt;
*Might: 3&lt;br /&gt;
*Agility: 2&lt;br /&gt;
*Speed: 1&lt;br /&gt;
*Lore: -2&lt;br /&gt;
*Wit: 1&lt;br /&gt;
*Spirit: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claws. -Slashing.&#039;&#039; Melee. 1d6, Uses Might. Targets Wit or Might (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bite. -Piercing.&#039;&#039; Melee. 1d8, Uses Agility. Targets Agility or Speed (target&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4064</id>
		<title>Project Istari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Project_Istari&amp;diff=4064"/>
		<updated>2023-02-13T02:55:15Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Sorcerer */ Added rough draft of spells.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project Istari =&lt;br /&gt;
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Work-In Progress Mechanics =&lt;br /&gt;
== Items ==&lt;br /&gt;
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Every creature will have six Stats.&lt;br /&gt;
*&#039;&#039;&#039;Might.&#039;&#039;&#039; Might is a creature&#039;s physical strength and endurance. A Hero has HP equal to 4 + its Might. HP is the number of Damage a creature can take before suffering a Wound.&lt;br /&gt;
*&#039;&#039;&#039;Agility.&#039;&#039;&#039; Agility is a creature&#039;s ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)&lt;br /&gt;
*&#039;&#039;&#039;Speed.&#039;&#039;&#039; Speed is a creature&#039;s alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.&lt;br /&gt;
*&#039;&#039;&#039;Lore.&#039;&#039;&#039; Lore is a creature&#039;s learned knowledge of the world. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.&lt;br /&gt;
*&#039;&#039;&#039;Wit.&#039;&#039;&#039; Wit is a creature&#039;s gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;Spirit.&#039;&#039;&#039; Spirit is a creature&#039;s force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who&#039;s Recovery Conditions it meets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Stat starts at 1, you increase and decrease certain Stats based on your Lineage choice, you might also increase certain Stats from your choice of Past. Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can&#039;t use your Free increase on Might, you have to use it on a different Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stat Increases ==&lt;br /&gt;
Whenever your Hero Levels up, you increase one of your Stats by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats have a maximum of 5 at 1st Level, 6 from 2nd to 6th Level, a maximum of 8 from 7th Level to 12th Level, a maximum of 10 from 13th Level to 18th Level, and a maximum of 12 from 19th Level to 20th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target&#039;s defense, most likely building up to getting a wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature&#039;s Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Checks ==&lt;br /&gt;
When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Die Steps ==&lt;br /&gt;
Certain mechanics increase dice by certain Steps. This uses the following pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.&amp;lt;br&amp;gt;&lt;br /&gt;
If somehow you get above 6d12, then if you&#039;re currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you&#039;re currently on a d10, then you increase the size of the dice to d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lineages =&lt;br /&gt;
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [to add list: Centaur, Elf, Human, Goblin, Goliath-esque, Gnoll, Leonin, Lizardfolk, Orc]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Spirit, Free || Speed || Creole, Dwarven&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Rock ====&lt;br /&gt;
&#039;&#039;Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.&#039;&#039; When you would gain the Prone Glancing Wound, or be moved against your will, you can use your Reaction ignore that effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unbreakable Stone ====&lt;br /&gt;
&#039;&#039;Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body and will is unbreakable as the earth itself.&#039;&#039; When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forgeborne ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.&#039;&#039; You gain Resistance 2 to Fire Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Longbeard ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.&#039;&#039; When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your ancestors have survived a harsh wasteland filled with psionic monsters.&#039;&#039; When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undertaker ====&lt;br /&gt;
&#039;&#039;Dwarven Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.&#039;&#039; You gain Death Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Dwarf Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Dwarven brethren.&#039;&#039; You gain Dwarven Lore as well as well as two of either Athletics, Intimidation, or Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Tune ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Auditory, Dwarf, Musical || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have memorized and practiced the ancient songs to sing with your brethren.&#039;&#039; You can spend 1 Energy for you and all willing Allies can sing a hearty song. After 1 Hour of this singing, all those who participated in this can try to recover from a Creeping Fear who&#039;s Recovery Conditions are met. When making this Recovery Check, a Creature can make a Check, adding the number of Creatures that participated in the song instead of using a Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled Hands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have studied the great crafts of the Dwarves.&#039;&#039; You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stonecunning ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || 1 || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have trained to learn information about about the rock around you merely by looking at it and feeling its strength.&#039;&#039; You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unburdened Iron ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf, Level 1 || N/A || Dwarf || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.&#039;&#039; You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hobbit ==&lt;br /&gt;
&#039;&#039;Hobbit are naturally lucky... yea yea, we&#039;ll add more fluff later, you know what a hobbit is, we&#039;ve all watched the Lord of the Rings, and if you haven&#039;t, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wit, Spirit, Free || Might || Creole, Hobbiten&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Luck ====&lt;br /&gt;
&#039;&#039;Hobbit Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a natural well of luck that makes failure rarely horrible.&#039;&#039; When you roll a 1 on a Die, you add a d4 to the Roll. This only applies twice per Check, Attack, or Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnoticed Stride ====&lt;br /&gt;
&#039;&#039;Hobbit Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Most in the world don&#039;t assume much from Hobbit, thinking they are nothing more than peaceful farmers.&#039;&#039; You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Hobbit Kins very much represent the various large families a Hobbit can come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brightvoice ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses.&#039;&#039; When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Humblefoot ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.&#039;&#039; Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimbleknee ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.&#039;&#039; When you roll a 1 on an Agility Check, you reroll the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strongstomach ====&lt;br /&gt;
&#039;&#039;Hobbit Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer.&#039;&#039; You gain Ingested Resistance 4 and Inhaled Resistance 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lineage Feat ===&lt;br /&gt;
&#039;&#039;1st, 5th, 9th, 13th, and 17th Level Hobbit Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Hobbit Lineage Feats to gain as long as you meet the prerequisites of that Feat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bedtime Story ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Auditory, Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.&#039;&#039; After you Rest, you and all Allies that Rested with you add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don&#039;t have an opportunity to share such a story that would give this benefit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face Stuffing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || 1-3 || Hobbit || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it.&#039;&#039; You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hobbit Teachings ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been educated in the basic teachings of your Hobbit brethren.&#039;&#039; You gain Hobbit Lore as well as two of either Stealth, Escape, or Diplomacy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Natural Sneakery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit, Lore || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have practiced the techniques of stealth that Hobbit seem to master quickly.&#039;&#039; You gain Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Well of Luck ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites !! Actions !! Traits !! Energy&lt;br /&gt;
|-&lt;br /&gt;
| Hobbit, Level 1 || N/A || Hobbit || N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have learnt how to specifcially harness your luck.&#039;&#039; Your Hobbit Luck feature can apply two more times per Check, Attack, and Defense Roll. You can take this feat multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;I&#039;ve told you so many times already, I&#039;ll add more fluff text later, there are only like, 3 playable classes right now, do you want me to write nice flowy descriptive fluff text, or work out actal mechanics idiot? anyway, you should know what a HUMAN is, you are one!&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Free, Free, Free || Free || Creole, Mannish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Saurian ==&lt;br /&gt;
&#039;&#039;You are a lizard or dino-like humanoid.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Ability Boosts !! Ability Flaw !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| Might, Wit, Free || Lore || Creole, Saurian&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Amphibious Nature ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your body is coverd in resistant scales.&#039;&#039; You Defense Die increases by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ravenous Jaws ====&lt;br /&gt;
&#039;&#039;Saurian Trait&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a large, toothy maw.&#039;&#039; You gain a Jaws Attack. It uses your Might or Agility, target&#039;s Speed, uses a d6, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kins ===&lt;br /&gt;
Saurian Kins represent the different physiological forms that Saurians can take.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deathjaw ====&lt;br /&gt;
&#039;&#039;Saurian Kin&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your toothy maw is larger, and you have a decent level of amphibiousness.&#039;&#039; Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Class =&lt;br /&gt;
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Ideas: Inquisitor, Warlord, Runesmith&amp;lt;br&amp;gt;&lt;br /&gt;
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bruisers&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Example || Example || Path (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Cursed || Example || Example || Curse (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Example || Example || Journey (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Executioner || Example || Example || Hood (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Example || Example || Way (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard || Example || Example || Mandate (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Example || Example || League (Level 3) [maybe rename]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialists&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Artisan || Example || Example || Mastery (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Mentor || Example || Curriculum (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Example || Example || Conclave (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Example || Example || Profession (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Savant || Example || Example || Expert (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler || Example || Example || Flair (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Example || Example || Style (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Half-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Mageborn || Example || Example || Technique (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Magus || Example || Example || Medium (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Example || Example || Oath (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Psion || Example || Example || Order (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Shaman || Example || Example || Attunement (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || Example || Example || Bond  (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warden || Example || Example || Realm  (Level 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Full-Casters&lt;br /&gt;
|-&lt;br /&gt;
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Example || Example || College (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Example || Example || Domain (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Druid || Example || Example || Circle (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
| Istari || Example || Example || [Color] (Level [X])&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Example || Example || Bloodline (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || Example || Example || Patron (Level 1)&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Example || Example || School (Level 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).&amp;lt;br&amp;gt;&lt;br /&gt;
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Summer ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Fire Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harsh Winter ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.&#039;&#039; You get Endurance Proficiency. You gain Cold Resistance 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scaled Mountain ====&lt;br /&gt;
&#039;&#039;1 Point&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.&#039;&#039; You gain Athletics and Endurance Proficiency.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Escaped Capture ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You escaped some form of captivity, whether it be slavery, prison, or something else.&#039;&#039; You gain Chase and Escape Proficiency. Your Speed increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Home Scorched ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.&#039;&#039; You gain Athletics and Endurance Proficiency. Your Might increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bandit Attack ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You, your family, or your village was attacked by bandits, and you helped to defend in some way.&#039;&#039; You get Athletics, Bullying, or Intimidation Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Out! (Reaction)&#039;&#039;&#039; When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have lived in comfort for most of your life as you and your immediate family is part of the nobility.&#039;&#039; You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Performer ====&lt;br /&gt;
&#039;&#039;2 Points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.&#039;&#039; You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wounds =&lt;br /&gt;
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glancing Wounds ==&lt;br /&gt;
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dazed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Mental || Might, Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.&#039;&#039; It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lacerated ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Bleed || Might, Wisdom (DC6)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that has caused you to lose vital fluids.&#039;&#039; At the start of your turn, you take 1 Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Ground || Agility, Speed (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been knocked to the ground and are in a vulnerable position.&#039;&#039; When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shaken ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Mental, Fear || Spirit (DC5)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been struck with great power and shaken to your core.&#039;&#039; You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slowed ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Movement || Speed (DC7)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have been hit in a way that restricts your movement.&#039;&#039; Your Movement is reduced by half.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Winded ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Glancing Wound, Concussive, Breath || Might, Spirit (DC3)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You&#039;ve had the wind knocked out of you, and you need to take a moment to regather yourself.&#039;&#039; At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lingering Wounds ==&lt;br /&gt;
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Broken Leg ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Lingering Wound, Fracture || Might, Lore (DC8)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;One of your legs, or other lower extremities used for movement is broken.&#039;&#039; Your Speed is reduced by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery Condition.&#039;&#039;&#039; You can attempt to Recover from this Wound if, after injury, the injured extremity was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grievous Wounds ==&lt;br /&gt;
Grievous Wounds have their own unique way of recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== At Death&#039;s Door ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might, Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have begun to fully die, and may soon leave this world.&#039;&#039; You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breaking Will ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Spirit (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your will has begun to falter, and soon you will fall.&#039;&#039; You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Wisdom (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You are disoriented and completely out of the thick of things.&#039;&#039; When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dulling Mind ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Lore (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your mind begins to decay and dissolve.&#039;&#039; You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lethargy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Speed (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.&#039;&#039; You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lodged Metal ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Agility (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.&#039;&#039; You reduce your Movement by half. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Blow ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Traits !! Recovery Stats&lt;br /&gt;
|-&lt;br /&gt;
| Grievous Wound, Death || Might (DC10)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Those suffering from a Mortal Blow are at risk of death.&#039;&#039; After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound &#039;&#039;(including this one)&#039;&#039;, make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the &#039;&#039;At Death&#039;s Door&#039;&#039; Grievous Wound and Recover from this Wound.&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Follow-Through.&#039;&#039;&#039; When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you&#039;ve hit it with an Attack this Turn.&lt;br /&gt;
*&#039;&#039;&#039;Hands.&#039;&#039;&#039; You need to use a number of hands listed with the Keyword to use the Weapon. If a &amp;quot;+&amp;quot; is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of &amp;quot;+&amp;quot;s listed (the &#039;&#039;vast&#039;&#039; majority of the time, there is only 1).&lt;br /&gt;
*&#039;&#039;&#039;Melee.&#039;&#039;&#039; You can only Attack a creature in your Reach with this Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.&lt;br /&gt;
*&#039;&#039;&#039;Paired.&#039;&#039;&#039; If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Reach.&#039;&#039;&#039; When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy.&#039;&#039;&#039; When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thrown.&#039;&#039;&#039; Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.&lt;br /&gt;
*&#039;&#039;&#039;Versatile.&#039;&#039;&#039; You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Defense Die Increase !! Traits&lt;br /&gt;
|-&lt;br /&gt;
| Light Armor || +1 || Armor || Resistant +2 (Precise)&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armor || +2 || Armor || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Keywords ===&lt;br /&gt;
*&#039;&#039;&#039;Resistant.&#039;&#039;&#039; You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
*&#039;&#039;&#039;Slowing.&#039;&#039;&#039; Your Movement is reduced by an amount equal to the value listed with the Condition&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable.&#039;&#039;&#039; You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.&lt;br /&gt;
&lt;br /&gt;
= Artisan =&lt;br /&gt;
&lt;br /&gt;
= Berserker =&lt;br /&gt;
Berserkers are powerful hulks that use magic and powerful emotions to fuel a &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Powerful Will ====&lt;br /&gt;
&#039;&#039;1st Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.&#039;&#039; When you make a Check to resist an Emotional or Mental effect, you make the Check twice, using the higher result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Berserker Path ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Berserker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Berserker Paths !! Complexity Level !! Path Description&lt;br /&gt;
|-&lt;br /&gt;
| Path of Crucibles || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Devotion || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Focus || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Joy || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of Wrath || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Berserker Paths ==&lt;br /&gt;
=== Path of Devotion ===&lt;br /&gt;
&#039;&#039;You in love boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Devotion ====&lt;br /&gt;
&#039;&#039;1st Level Path of Devotion Feature — Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You emotion go big love.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Benifits:&#039;&#039;&#039; You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you takes a Glancing Wound, you can use your Reaction to take that wound instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Devotion Drawbacks:&#039;&#039;&#039; You cannot take an act that would directly result in an Ally coming in harms-way.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path of Wrath ===&lt;br /&gt;
&#039;&#039;You angy boi&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
&#039;&#039;1st Level Path of Wrath Feature - Passion. Emotion.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You emotion go big angy.&#039;&#039; You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Benifits:&#039;&#039;&#039; You gain Resistance 1d4 to effects without the Magic Trait.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage Drawbacks:&#039;&#039;&#039; At least 1 of your Actions each Turn must be spent to take the Attack Action, targeting a Creature, if you are not able to perform this Action, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending Conditions:&#039;&#039;&#039; Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bard =&lt;br /&gt;
&lt;br /&gt;
= Cleric =&lt;br /&gt;
&lt;br /&gt;
= Cursed =&lt;br /&gt;
&#039;&#039;Hippity hoppity, you have a cursetopoly&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lost Control ====&lt;br /&gt;
&#039;&#039;1st Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Curses can consume the will of its victims, causing them to go berserk.&#039;&#039; If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table-Talk:&#039;&#039;&#039; Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won&#039;t effect balance too much, and it has been added as a mechanic for flavor. If a player&#039;s character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cursed Curse ====&lt;br /&gt;
&#039;&#039;1st, 3rd, and more, Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cursed Curse !! Complexity Level !! Curse Description&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Beheld || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Hag || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Lycanthrope || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Undead || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Curse of the Vampire || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spread Curse ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your own curse manifests in the ability to spread similar curses to others.&#039;&#039; When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curse Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cursed Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following Curse Options for your Spread Curse feature:&lt;br /&gt;
*&#039;&#039;&#039;You Will Fear!&#039;&#039;&#039; The Foe gains the Shaken Glancing Wound.&lt;br /&gt;
*&#039;&#039;&#039;You Are Weak!&#039;&#039;&#039; When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.&lt;br /&gt;
*&#039;&#039;&#039;You Cannot Run!&#039;&#039;&#039; The Foe gains the Slowed Glancing Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Curse of the Lycanthrope ===&lt;br /&gt;
&#039;&#039;You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Strength ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness&#039;&#039;. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the Magic or Silver Trait. You also gain the Lycanthrope, Shapeshifter, and Cursed Traits.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe&#039;s choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target&#039;s the Foe&#039;s choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Weakness ====&lt;br /&gt;
&#039;&#039;1st Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your curse gives you weaknesses to much that would be deemed as impotent to most.&#039;&#039; You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insanity Conditions.&#039;&#039;&#039; There is a full-moon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Spell ====&lt;br /&gt;
&#039;&#039;3rd Level Curse of the Lycanthrope Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your cursed nature gives you a form of natural magic.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Disciple =&lt;br /&gt;
&lt;br /&gt;
= Druid =&lt;br /&gt;
&lt;br /&gt;
= Executioner =&lt;br /&gt;
&lt;br /&gt;
= Magus =&lt;br /&gt;
&lt;br /&gt;
= Mentor =&lt;br /&gt;
&lt;br /&gt;
= Monk =&lt;br /&gt;
&lt;br /&gt;
= Paladin =&lt;br /&gt;
&lt;br /&gt;
= Psion =&lt;br /&gt;
&lt;br /&gt;
= Ranger =&lt;br /&gt;
&lt;br /&gt;
= Rogue =&lt;br /&gt;
&lt;br /&gt;
= Savant =&lt;br /&gt;
&lt;br /&gt;
= Seeker =&lt;br /&gt;
&lt;br /&gt;
= Shaman =&lt;br /&gt;
&lt;br /&gt;
= Sorcerer =&lt;br /&gt;
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== What Sorcery is This? ====&lt;br /&gt;
&#039;&#039;1st Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two of the following &#039;&#039;Spells&#039;&#039; of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Single-target.&#039;&#039; You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target&#039;s choice), and the Keywords &amp;quot;Hands (1), Ranged (8 meters).&amp;quot; Whenever you attack with this feature, add one of the &#039;&#039;Traits&#039;&#039; from another &#039;&#039;Spell&#039;&#039; you know to the attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cryomancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Frost. Area.&#039;&#039; By spending 2 Actions, you can magically chill a 1-meter-radius sphere within 4 meters of you, reducing the area&#039;s temperature to freezing and dealing 1d6 + Spirit damage to anything vulnerable to cold (such as most creatures) within the area.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend 1–3 Energy to increase the sphere&#039;s radius by 1 meter for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pyromancy.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; As an Action, you can cause flames to erupt from you or a source of fire within 4 meters. The flames jump up to 4 meters to another space of your choice, dealing 1d6 + Spirit damage to anything within that space (possibly lighting them on fire).&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Telekinesis.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Mental. Single-target.&#039;&#039; As an Action, you can magically lift, move, and manipulate a creature or item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
:You can move the object a number of spaces equal to your Spirit &#039;&#039;(minimum of 1)&#039;&#039;. If you use the creature or item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target&#039;s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
:The creature or item remains in your telekinetic grasp until the end of your next turn (for example, an object you lift is suspended in mid-air only until your next turn ends, at which point it falls unless you continue to spend Actions and/or energy to renew your control over the object).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[Sleight of Hand].&#039;&#039;&#039; &#039;&#039;Magic. Spell. Fire. Area.&#039;&#039; [As an Action, you can cause flames to erupt from you or a source of fire within 4 meters. The flames jump up to 4 meters to another space of your choice, dealing 1d6 + Spirit damage to anything within that space (possibly lighting them on fire).&amp;lt;br&amp;gt;&lt;br /&gt;
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Illusory Duplicate.&#039;&#039;&#039; &#039;&#039;Magic. Spell. Illusion.&#039;&#039; By spending 2 Actions, you create an illusory copy of a creature or item you can see, or one with which you are intimately familiar. [The chosen creature or item cannot weigh more than a number of kilograms equal to your level] The illusion behaves as you expect the original creature or item would; a creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses. [How does a creature see through the illusion?]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sorcerer Bloodline ====&lt;br /&gt;
&#039;&#039;1st, and more, Level Sorcerer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who&#039;s powers you draw on hereditarily.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Draconic Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Order Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Storming Bloodline || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Wild Bloodline || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summoner =&lt;br /&gt;
&lt;br /&gt;
= Swashbuckler =&lt;br /&gt;
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.&#039;&#039; You can spend 1 Action to make a Check to atttempt to gain Panache, a resource used by many of your Swashbuckler Features. When you make this Check, you either choose a Skill or Stat, you then make a Check against [DC]. On a succesful Check, you gain Panache. [I don&#039;t know how much the DC would be or how much Panache you&#039;d get, my thought would be to have it be you get 1 Panache for every 5 on your result, but that&#039;s just an idea.]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; This feature is a great way to add a ton of flavor to your character, and it could be super fun to describe your character bounding off of tables or insulting the hostile dragon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Panache Maneuvers ====&lt;br /&gt;
&#039;&#039;1st Level Swashbuckler Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Swashbucklers act with fliair, and the wonder they instill in others only helps to facilitate that.&#039;&#039; You gain the following ways to spend Panache. [some more ideas are necessary]&lt;br /&gt;
*&#039;&#039;&#039;Striking Flair.&#039;&#039;&#039; You can spend 1 Action and 1 Panache to Attack and add a d4 to your Attack Roll.&lt;br /&gt;
*&#039;&#039;&#039;Clever Insult.&#039;&#039;&#039; You can spend 1 Action and 2 Panache to Demorilize, subtracting a d4 from your target&#039;s Check.&lt;br /&gt;
&#039;&#039;&#039;Table Talk:&#039;&#039;&#039; Talk about whether or not there could be some additional ways to spend Panache, or if there might be opportunities in specific scenarios to spend Panache, not listed here.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Traveler =&lt;br /&gt;
&lt;br /&gt;
= Vanguard =&lt;br /&gt;
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall of Defense ====&lt;br /&gt;
&#039;&#039;1st Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.&#039;&#039; Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vanguard Mandate ====&lt;br /&gt;
&#039;&#039;2nd, and more, Level Vanguard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Vanguard Mandates !! Complexity Level !! Mandate Description&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
&lt;br /&gt;
= Warlock =&lt;br /&gt;
&lt;br /&gt;
= Warrior =&lt;br /&gt;
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack of Opportunity ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You&#039;re reaction times have quickened, allowing you to take advantage on your enemy&#039;s weaknesses when they present themselves.&#039;&#039; When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You gain the ability to draw on a deep well of fortitude.&#039;&#039; You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Maneuvers ====&lt;br /&gt;
&#039;&#039;2nd Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.&#039;&#039; Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior League ====&lt;br /&gt;
&#039;&#039;3rd, and more, Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Warrior League !! Complexity Level !! League Description&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Double Knight&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&#039;s League || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muscle Memory ====&lt;br /&gt;
&#039;&#039;4th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have honed your muscle memory and practiced to react in the blink of an eye.&#039;&#039; Once per turn, you can Swap Items as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Push On ====&lt;br /&gt;
&#039;&#039;5th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Feature ====&lt;br /&gt;
&#039;&#039;6th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feature&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sweeping Strikes ====&lt;br /&gt;
&#039;&#039;7th Level Warrior Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warrior Leagues ==&lt;br /&gt;
=== Champion&#039;s League ===&lt;br /&gt;
Champions have some of the most general combat prowess of any type of Fighter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Prowess ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Champion&#039;s have honed their strikes to deal bone-cracking blows.&#039;&#039; When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter&#039;s get a subclass feature.]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Wizard =&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Level_3&amp;diff=4047</id>
		<title>Level 3</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Level_3&amp;diff=4047"/>
		<updated>2023-01-29T14:21:18Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Sending */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Level 3 Spells =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Acid Cloud (Druid, Shaman, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You conjure a cloud of acidic vapor over the head of one creature you can see within range. The cloud follows the target as it moves and sprays acid upon it periodically. At the start of each of the target&#039;s turns while the cloud remains, the target and each other creature in the target&#039;s space must succeed on a Dexterity Saving Throw or take 5d4 Acid damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The cloud lasts for the duration or until a wind of moderate or greater speed (at least 25 miles per hour) disperses it. If the target ends any of its turns at least 50 feet away from where it began that turn, the spell immediately ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d4 for each slot level above 3rd&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Allegro (Bard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Minute || Components: VSM (A few small gears of copper)&lt;br /&gt;
|}&lt;br /&gt;
You alter time around up to six creature of your choice in a 40ft cube within range. An affected creature can use a Bonus Action to take the Dash and Disengage actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ally Across Time (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You create a space of temporal possibility where your timeline overlaps with those of your parallel existences. You summon a duplicate of yourself that that lasts for the duration of the spell. The duplicate appears in an unoccupied space that you can see within range. As a Bonus Action on your turn, you can move the illusion up to 30ft to a space you see and command it to take an Action, but it must remain within 120ft of you. Your duplicate has an Action that it may use to make a single weapon attack, cast a cantrip, or take the Help action.&amp;lt;br&amp;gt;&lt;br /&gt;
At Higher Levels: When you cast this spell using a spell slot of 5th Level or higher, you create an additional duplicate for every two slot levels above 3rd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Alone (Bard, Maledictor, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom Saving Throw, on a failure, it treats its allies as if they were invisible and silenced. The target cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the target can repeat the Saving throw. On a successful Save, the spell ends.&lt;br /&gt;
&lt;br /&gt;
=== Animate Dead ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Minute || Necromancy || Cleric, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VSM (a drop of blood, a piece of flesh, and a pinch of bone dust) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell creates an Undead servant. Choose a pile of bones or a corpse of a Medium or Small Humanoid within Range. Your Spell imbues the target with a foul mimicry of life, raising it as an Undead creature. The target becomes a Skeleton if you chose bones or a Zombie if you chose a corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
On each of your turns, you can use a Bonus Action to mentally command any number of creatures you have animated with this Spell that are within 60ft of you. If you command multiple creatures, you must give the same command to all of them. When you do this, you can either choose a specific Action or course of Action the creatures take and where they will move, or you can issue a general command, such as &#039;&#039;guard this area&#039;&#039;, or &#039;&#039;swarm and attack those wolves&#039;&#039;. If you issue no commands, the creatures only defend themselves against hostile creatures. Once given an order, the creatures follow it until the task is complete or you give them a new order.&amp;lt;br&amp;gt;&lt;br /&gt;
The creature you summon remains under your control for the next 24 Hours, after which it stops obeying any command you&#039;ve given to it. To maintain control of the creature for another 24 hours, you must cast this Spell on that creature again before you lose control of the creature. When you do so, you reestablish control of the creature for the next 24 Hours. When you cast the Spell in this way, you can cast it on up to four creatures you have animated with this Spell instead of animating one new one.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, you can animate or reassert control over 2 additional Undead creatures for each Slot Level above 3rd. If you animate multiple creatures, each one must come from a different corpse or pile of bones.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Anticipate Thought (Bard, Maledictor, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (Something that belongs to the target, worth at least 1CP)&lt;br /&gt;
|}&lt;br /&gt;
This spell taps into a target&#039;s mind so you get an impression of the actions it will take. The target must make a Wisdom Saving Throw, on a failure, you have advantage on all attacks against the target, and on all saves imposed by the target.&lt;br /&gt;
&lt;br /&gt;
=== Aura of Vitality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Necromancy || Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V || Divine&lt;br /&gt;
|}&lt;br /&gt;
Healing energy radiates from you. Until the Spell ends, you can use a Bonus Action to cause one creature of your choice in the area of the Spell to regain 2d6 Hit Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, the healing increases by 1d6 for each Slot Level above 2nd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrow Haze ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Necromancy || Cleric, Druid, Maledictor, Paladin, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V || Arcane, Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a 20ft Radius Sphere of black, necromantic fog, centered on a point you choose within Range. The Sphere spreads around corners, and its area is Heavily Obscured. It lasts for the Duration or until a wind of fast or greater speed (at least 25 Miles per Hour) disperses it. The haze has a necromantic link to you and the vapors do not interfere with your vision. Additionally, you are considered to be within 5ft of all points within the area for the purposes of casting Spells with a Range of Touch, or performing Melee Attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th level or higher, the Radius of the Sphere created increases by 10ft for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Battle Trance (Bard, Maledictor, Paladin)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V&lt;br /&gt;
|}&lt;br /&gt;
You are transformed into a single-minded force of destruction. For the duration of the spell, you gain the following benefits:&lt;br /&gt;
*Your critical range increases by 1&lt;br /&gt;
*On your turn when you score a critical hit or reduce a creature to 0 Hit Points, you can make one melee weapon attack as a Bonus Action&lt;br /&gt;
*You are immune to the Frightened and Charmed conditions&lt;br /&gt;
&lt;br /&gt;
=== Battlemind Link ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Divination || Cleric, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 10 Minutes || Components: S || Divine&lt;br /&gt;
|}&lt;br /&gt;
You point to at willing creature within Range, fusing your minds, allowing the two fo you to fight in tandem, perfectly coordinated, giving you the following benefits:&lt;br /&gt;
*For the Duration of the Spell, you and the target both act simultaneously on the highest Initiative Score between you and the target.&lt;br /&gt;
*If you and the target both make an Attack against the same target, you both Roll for the Attack simultaneously, using the higher result for both Attacks.&lt;br /&gt;
*If you and the target both cast Spells that target the same area, creature, or creatures, targets of the Spell subtract a d6 from Saving Throws made against the Spells.&lt;br /&gt;
This Spell ends if you and the target cannot see each other, or if one of you falls [[Conditions#Unconscious|Unconscious]] or dies.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 5th Level or higher, you can target one additional creature for every two Slot Levels above 3rd. All targets of the Spell are all linked, all acting on the same turn simultaneously, taking higher rolls for Attacks, etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Beacon of Hope ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Abjuration || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS || Divine&lt;br /&gt;
|}&lt;br /&gt;
This Spell bestows hope and vitality. Choose any number of creatures within Range. For the Duration, each target has Advantage on Wisdom and Death Saving Throws, and regains the maximum number of Hit Points possible from any healing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, the Range of the Spell increases by 10ft for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bestow Curse ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Maledictor, Shaman, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a creature that you invest with a curse, forcing it to make a Wisdom Saving Throw. On a failed Save, the target is cursed for the Duration of the Spell. Choose the nature of the curse from the following options, or work with the DM to create your own:&lt;br /&gt;
*Choose one Ability Score. While cursed, the target has Disadvantage on Ability Checks and Saving Throws made with that Ability Score.&lt;br /&gt;
*While cursed, the target has Disadvantage on Attack Rolls targeting you.&lt;br /&gt;
*While cursed, the target makes a Wisdom Saving Throw at the start of each of its turns. On a failed Save, the creature uses its Action to do nothing on its turn.&lt;br /&gt;
*While the target is cursed, your Attacks and Spells deal an additional 1d8 Necrotic Damage to the target.&lt;br /&gt;
*While cursed, target is [[Conditions#Slowed|Slowed]].&lt;br /&gt;
*While cursed, the target cannot speak.&lt;br /&gt;
*While cursed, the target shouts its thoughts out loud.&lt;br /&gt;
A [[Level 3#Remove Curse|Remove Curse]] Spell or similar magic ends this effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; If you cast this Spell using a Spell Slot of 4th Level or higher, the Duration is increased to 10 Minutes. If you cast this Spell using a Spell Slot of 5th Level or higher, the Duration is increased to 8 Hours and the Spell does not require Concentration. If you cast this Spell using a spell Slot of 7th Level or higher, the Duration is increased to 24 Hours. If you cast this Spell using a Spell Slot of 9th Level or higher, the Duration is increased to Until Dispelled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Blinding Smite (Paladin)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Bonus Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: V&lt;br /&gt;
|}&lt;br /&gt;
The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 Radiant Damage to the target. Additionally, the target must succeed on a Constitution Saving throw or be Blinded until the spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer Blinded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Blink (Maledictor, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Second Ward. At the start of your next turn, and when the spell ends if you are in the Second Ward, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.&amp;lt;br&amp;gt;&lt;br /&gt;
While on the Second Ward, you can see and hear the material world, which is cast in shades of gray, and you can&#039;t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren&#039;t there can&#039;t perceive you or interact with you, unless they have the ability to do so.&lt;br /&gt;
&lt;br /&gt;
=== Bloatbomb ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Necromancy || Maledictor, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You attempt to excite a volatile reaction within a living creature. Roll 5d8. If the target creature has fewer current Hit Points than the result of the dice, it immediately drops to 0 Hit Points. The next creature to touch the target within the next minute causes an explosion in a 10ft Radius Sphere, centered on the target. Creatures in the explosion make a Dexterity Saving Throw. On a failed Save, a creature takes 3d6 Acid Damage, and a creature takes half as much Damage on a successful Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, you increase the Hit Points effected by 1d8 and the Damage dealt by 1d6 for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Body Double (Bard, Warlock)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: V&lt;br /&gt;
|}&lt;br /&gt;
Choose a creature within range, it makes a Charisma Saving Throw, on a failed Save, the target&#039;s appearance, scent, sounds, and mannerisms change to match those of another creature within range of your choice of the same size category. The target can choose to fail the Saving Throw. As long as the two targets are the same size, they are indistinguishable from each other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; If you cast this with a spell slot of 5th level or higher, the duration is instead 8 hours.&lt;br /&gt;
&lt;br /&gt;
=== Bolstering Brew ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Conjuration || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VSM (exotic ingredients worth 100GP which the Spell consumes) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Invoking the deep magic of ancient brewers, you bring forth a vibrant brew of beer or ale. You and up to five other creatures within range can partake of this drink and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains the following benefits for 8 Hours:&lt;br /&gt;
*The creature gains 2d4 Temporary Hit Points.&lt;br /&gt;
*The creature is Immune to the [[Conditions#Frightened|Frightened]] Condition.&lt;br /&gt;
*The creature has Resistance to Cold Damage.&lt;br /&gt;
*The creature has Advantage on Constitution Saving Throws.&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, you can target one additional creature and creatures gain 1d4 additional Temporary Hit Points for each Slot Level above 3rd. When you cast this Spell using a spell slot of 7th level or higher, the benefits last for 24 Hours and the creatures are Immune to the [[Conditions#Poisoned|Poisoned]] Condition for the Duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Call Lightning (Druid, Shaman)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.&amp;lt;br&amp;gt;&lt;br /&gt;
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Call The Void (Warlock)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
This spell surrounds you with a 10ft aura of nothingness that moves with you and channels mysterious energies. Other creatures within the area of you are Slowed, and when a creature enters the area for the first time on a turn or starts its turn there it must make a Charisma Saving throw, taking 3d10 Force Damage on a failed Save, or half damage on a successful Save. A creature in the area cannot breath or speak, and sound cannot pass through the area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the range increases by 5ft for every two slot levels above 3rd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Clairvoyance (Bard, Shaman, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 10 Minutes || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: 1 Mile || Duration: 10 Minutes (Concentration) || Components: VSM (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)&lt;br /&gt;
|}&lt;br /&gt;
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can&#039;t be attacked or otherwise interacted with.&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.&amp;lt;br&amp;gt;&lt;br /&gt;
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cold Snap (Druid, Maledictor, Shaman, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Round or 10 Minutes || Components: S&lt;br /&gt;
|}&lt;br /&gt;
With a snap of your fingers you banish heat from a target. There are two possible uses for the spell: targeting either one creature that you can see within range or targeting an area of liquid, such as water, acid, mud, snow, quicksand, or lava.&amp;lt;br&amp;gt;&lt;br /&gt;
If you target a creature, it must make a Constitution Saving Throw. On a failure, the target takes 5d10 Cold Damage and until the end of your next turn, its speed is reduced to 0ft and it has disadvantage on weapon attack rolls. It also gains one level of Exhaustion unless it has Resistance or Immunity to the Cold Damage. On a successful Save, it only takes half damage and doesn&#039;t suffer any other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
If you target an area, your magic affects a portion of liquid that you can see within range and fits into a 30ft cube. The affected liquid is frozen solid for 10 minutes, provided that there are no creatures in the area. Not all liquids lose their properties when frozen. For example, frozen lava may still be extremely hot to the touch, and frozen acid may still sting or even cause damage in extreme concentrations.&amp;lt;br&amp;gt;&lt;br /&gt;
Any levels of exhaustion caused by this spell are only removed from a creature when it finishes a long rest in a warm environment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d1O for each slot level above 3rd&lt;br /&gt;
&lt;br /&gt;
=== Counterspell ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Abjuration || Maledictor, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: S || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You prepare to interrupt a creature in the process of casting a Spell. Whenever a Spell is cast in the area of the Spell,  you can use your Reaction to try to counter it. If the Spell is of a Level equal to or lower than the Level of this Spell, the Spell fails and has no effect. If the Spell is of a Level higher than the Level of this Spell, you make a Spellcasting Ability Check with a DC of 10 + the Spell&#039;s Level. On a successful Check, the Spell fails and has no effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect, rather you are able to counter higher Level Spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Create Food Water ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Conjuration || Cleric, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS || Divine&lt;br /&gt;
|}&lt;br /&gt;
You create 45lbs of food and 30gal of water on the ground or in containers within Range, enough to sustain up to fifteen Medium Humanoids or five Large Beasts for 24 Hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn&#039;t go bad.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, you create 9lbs of food and 6gal of water (enough to sustain up to three Medium Humanoids or one Large Beast for 24 Hours) for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Crusader&#039;s Mantle (Paladin)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft Emanation || Duration: 1 Minute (Concentration) || Components: V&lt;br /&gt;
|}&lt;br /&gt;
Holy power radiates from you in an aura with a 30ft radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 Radiant Damage when it hits with a weapon attack.&lt;br /&gt;
&lt;br /&gt;
=== Daylight ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Evocation || Cleric, Druid, Paladin, Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Hour || Components: VS || Divine&lt;br /&gt;
|}&lt;br /&gt;
A 60ft Radius Sphere of light spreads out from a point you choose within Range. The area of the Sphere is filled with Bright Light and sheds Dim Light out to a Range of 60ft.&amp;lt;br&amp;gt;&lt;br /&gt;
If you chose a point on an object you are holding or one that isn&#039;t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.&amp;lt;br&amp;gt;&lt;br /&gt;
If any of this Spell&#039;s area overlaps with an area of Darkness created by a Spell of 3rd Level or lower, the Spell that created the Darkness is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, the Radius of the Sphere created and the Dim Light produced, increases by 20ft for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Discovery Torch (Bard, Paladin, Warlock)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
An object you touch emanates a 20ft radius of Bright Light that clings to objects carrying a weight of significance. Creatures of your choice within the area of this light gain Advantage on checks discover secrets and clues.&lt;br /&gt;
&lt;br /&gt;
=== Dispel Magic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Abjuration || Bard, Cleric, Druid, Maledictor, Paladin, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Choose one creature, object, or magical effect within Range. Any Spell of a Level equal to or lower than the Level of this Spell on the target ends. For each Spell of a Level higher than the Level of this Spell, you make a Spellcasting Ability Check with a DC of 10 + the Spell&#039;s Level. On a successful Check, the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect, rather you are able to dispel higher Level Spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Draconic Stride (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Bonus Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you move within 5 feet of a creature or object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dream Reality (Bard, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 10 Minutes || Components: V&lt;br /&gt;
|}&lt;br /&gt;
You cause the target to perceive the world as if in a dream. When the spell ends, the target must make a Wisdom Saving Throw, forgetting all identifying details of events that transpired while the spell lasted on a failure. The creature treats these memories as if they were a dream, and will not believe otherwise by non-magical means.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon (Bard, Maledictor, Paladin, Shaman)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant, 1 Hour (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
A weapon you touch becomes a magic weapon if it was not already. Additionally, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d6 damage of the chosen type when it hits.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Enemies Abound (Bard, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Erupting Earth (Druid, Shaman, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a piece of obsidian)&lt;br /&gt;
|}&lt;br /&gt;
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.&lt;br /&gt;
&lt;br /&gt;
=== Fast Friends ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Enchantment || Bard, Cleric, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: V || Arcane&lt;br /&gt;
|}&lt;br /&gt;
When you cast this Spell, choose one Humanoid within Range that can see and hear you, and that can understand you, it makes a Saving Throw. On a failed Save, the target becomes [[Conditions#Charmed|Charmed]] by you for the Duration. While the creature is [[Conditions#Charmed|Charmed]] in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.&amp;lt;br&amp;gt;&lt;br /&gt;
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can repeat the Save, ending the Spell on itself on a successful Save. Any Save caused by this Spell is made with Advantage if you or your companions are fighting the target. If the activity would result in certain death for the creature, the Spell ends, after which the creature knows it was [[Conditions#Charmed|Charmed]] by you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, you can target one additional creature for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fear (Bard, Maledictor, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft Emanated Cone || Duration: 1 Minute (Concentration) || Components: VSM (w white feather or the heart of a hen)&lt;br /&gt;
|}&lt;br /&gt;
You project a phantasmal image of a creature&#039;s worst fears. Each creature in a 30-foot emanated cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn&#039;t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.&lt;br /&gt;
&lt;br /&gt;
=== Feign Death ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action (Ritual) || Necromancy || Bard, Cleric, Druid, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of graveyard dirt) || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Spell&#039;s Duration, or until you use an Action to touch the target and dismiss the Spell on that target, the target appears dead to all outward inspection and to Spells used to determine the target&#039;s status. The target is [[Conditions#Blinded|Blinded]] and [[Conditions#Incapacitated|Incapacitated]], and its Speed is reduced to 0. The target has Resistance to all Damage except Psychic Damage for the Duration. If the target is Diseased or [[Conditions#Poisoned|Poisoned]] when you cast the Spell, or becomes Diseased or [[Conditions#Poisoned|Poisoned]] while under the Spell&#039;s effect, the Disease and [[Conditions#Poison|Poison]] have no effect until the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, the Duration of the Spell increases by 1 Hour for each Slot Level above 3rd. If you cast this Spell using a Spell Slot of 9th Level or higher, the Duration increases to Until Dispelled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fireball (Shaman, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant || Components: VSM (a tiny ball of bat guano and sulfur)&lt;br /&gt;
|}&lt;br /&gt;
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
The fire spreads around corners. It ignites flammable objects in the area that aren&#039;t being worn or carried.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Flame Arrows (Druid, Shaman, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 Fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fly (Shaman, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (a wing feather from any bird)&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Freedom of the Waves (Druid, Shaman, Sorcerer)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VSM (a strand of wet hair)&lt;br /&gt;
|}&lt;br /&gt;
You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.&amp;lt;br&amp;gt;&lt;br /&gt;
If you are within the spell’s area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell’s area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Gaseous Form (Shaman, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (a bit of cause and a wisp of smoke)&lt;br /&gt;
|}&lt;br /&gt;
You transform a willing creature you touch, along with everything it&#039;s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn&#039;t affected.&amp;lt;br&amp;gt;&lt;br /&gt;
While in this form, the target&#039;s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can&#039;t fall and remains hovering in the air even when stunned or otherwise incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
While in the form of a misty cloud, the target can&#039;t talk or manipulate objects, and any objects it was carrying or holding can&#039;t be dropped, used, or otherwise interacted with. The target can&#039;t attack or cast spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Glassee (Druid, Shaman, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a small piece of clear crystal)&lt;br /&gt;
|}&lt;br /&gt;
You render a a piece of metal, stone, or wood, as transparent as glass for the duration of the spell. The square affect is can be no longer than 5 feet in any dimension. The affected area can be up to four inches thick if metal, six if stone, and twenty if wood. You choose whether each side can see through to the other, either making a one-way view, or a full window. You can change which sides can see through to the other as a Bonus Action on subsequent turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Gluey Globule (Druid, Shaman, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute || Components: VSM ()&lt;br /&gt;
|}&lt;br /&gt;
You form a sphere of sticky, magical glue, hovering above your hand. You can either shoot the glue at a creature or use it to glue two objects together.&amp;lt;br&amp;gt;&lt;br /&gt;
The glue has an AC of 16, has 40 HP, and is Immune to all damage apart from Acid Damage, which it is Vulnerable to. Additionally, a creature Restrained by, or within 5ft of the glue can break it by making a successful Strength (Athletics) check against your Spell Save DC as an Action. When the glue is broken in this any creature or object that isn&#039;t being worn or carried that was previously attached to the glue takes 2d6 Slashing damage from the shards of hardened glue.&amp;lt;br&amp;gt;&lt;br /&gt;
If you shoot the glue at a creature, make a Ranged Spell Attack against a creature within range. On a hit, the target is Restrained. This form of the glue dissolves after 1 minute&amp;lt;br&amp;gt;&lt;br /&gt;
If you use the glue to glue two objects together, then choose two objects that are pressed against each other or one object pressed against a solid within range. The glue takes 1 minute to set, and dissolves after an hour in this form.&lt;br /&gt;
&lt;br /&gt;
=== Glyph of Warding ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Hour || Abjuration || Bard, Cleric, Maledictor, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (incense and powdered diamond worth at least 200GP) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
When you cast this Spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10ft in Diameter. If the surface or object is moved more than 10ft from where you cast this Spell, the glyph is broken, and the spell ends without being triggered.&amp;lt;br&amp;gt;&lt;br /&gt;
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.&amp;lt;br&amp;gt;&lt;br /&gt;
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is Triggered, this Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
You can further refine the trigger so the Spell activates only under certain circumstances or according to physical characteristics (such as height or weight), Creature Type (for example, the ward could be set to affect Aberrations or specifically Gibbering Mouthers), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.&amp;lt;br&amp;gt;&lt;br /&gt;
When you inscribe a glyph, work with your DM to create its effect that activates when triggered. The following are two of the most common glyphs:&lt;br /&gt;
*&#039;&#039;&#039;Explosive Runes.&#039;&#039;&#039; When Triggered, the glyph erupts with magical energy in a 20ft Radius Sphere centered on the glyph. The Sphere spreads around corners. Each creature in the area makes a Dexterity Saving Throw. On a failed Save, a creature takes Damage of one of the following Types of your choice when you inscribe the glyph: Acid, Cold, Fire, Lightning, Poison, or Thunder. This Damage equals a number of d8s equal to twice the Spell&#039;s Level. On a successful Save, a creature takes half as much Damage.&lt;br /&gt;
*&#039;&#039;&#039;Spell Glyph.&#039;&#039;&#039; You can store a Prepared Spell of a Level equal to or less than this Spell that targets a single creature or an area. When the glyph is Triggered, the stored Spell is cast on the creature that Triggered the glyph or a point of your choice within the Spell&#039;s Range if it was cast from the glyph&#039;s space. If the Spell requires Concentration, that can be ignored for this casting of the Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect to casting the Spell at a higher Level, apart from empowering the glyphs you inscribe.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Haste (Maledictor, Shaman, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a shaving of licorice root)&lt;br /&gt;
|}&lt;br /&gt;
Choose a willing creature that you can see within range. Until the spell ends, the target&#039;s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.&amp;lt;br&amp;gt;&lt;br /&gt;
When the spell ends, the target can&#039;t move or take actions until after its next turn, as a wave of lethargy sweeps over it.&lt;br /&gt;
&lt;br /&gt;
=== Healing Wave ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Druid, Paladin, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 15ft || Duration: 1 Round (Concentration) || Components: VS || Divine&lt;br /&gt;
|}&lt;br /&gt;
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within Range regain a number of Hit Points equal to 1d6 + your Spellcasting Ability Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your next turn, if you have not lost Concentration on this Spell, you repeat this Spell&#039;s effects.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell has no effect on Undead, Constructs, and creatures that have 0 Hit Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, the healing increases by 1d6 for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hunger of Darkness (Warlock)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (a pickled octopus tentacle)&lt;br /&gt;
|}&lt;br /&gt;
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.&amp;lt;br&amp;gt;&lt;br /&gt;
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hypnotic Pattern (Bard, Shaman, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: SM (a glowing stick of incense or a crystal vial filled with phosphorescent material)&lt;br /&gt;
|}&lt;br /&gt;
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Impossible Angles (Bard, Maledictor, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V&lt;br /&gt;
|}&lt;br /&gt;
You cause a 20ft radius sphere centered on a point you choose within range to distort. The angles and corners of the area subtly twist and contort, creating unnatural and impossible shapes. For the duration, the area becomes difficult terrain.&amp;lt;br&amp;gt;&lt;br /&gt;
Any creatures in the area when this spell is cast, or that enter the area must succeed a Wisdom Saving Throw or become disoriented and become Poisoned until it leaves the area.&amp;lt;br&amp;gt;&lt;br /&gt;
An affected creature can make a Wisdom Saving Throw at the end of each of its turns, ending the effect on a success.&lt;br /&gt;
&lt;br /&gt;
=== Incite Greed ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Enchantment || Cleric, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a gem worth at least 50GP) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
When you cast this Spell, you present the gem used as the Material Component and choose any number of creatures within Range that can see you, all targets make a Wisdom Saving Throw. On a failed Save, a creature is [[Conditions#Charmed|Charmed]] until the Spell ends, or until you or your companions performs a harmful act towards it. While [[Conditions#Charmed|Charmed]] in this way, a creature can do nothing but approach you in a safe manner. While within 5ft of you, a creature [[Conditions#Charmed|Charmed]] in this way does nothing apart form gleefully and greedily stare the the gem used for the Material Components for this Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
At the end of each of its turns, a creature [[Conditions#Charmed|Charmed]] in this way repeats the Save, ending the Spell on itself on a successful Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, the Range of the Spell increases by 10ft for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Instant Audience (Bard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft Still Emanation || Duration: 4 Hours || Components: VSM (four buttons and a live mouse which disappear for the duration of the spell)&lt;br /&gt;
|}&lt;br /&gt;
You conjure a semi-real audience. Every minute for the next 10 minutes, 1d4 people will enter the area as if just coming in from the outside naturally, coming in from around corners, through doors, or the like. They appear to be a mix of people appropriate for the circumstance and location.&amp;lt;br&amp;gt;&lt;br /&gt;
When appropriate, the group applauds, chats to one another, and eats available snacks. The group can also interact with real creatures in the area, praising, talking to, or shaming the person as appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
The group does not talk about themselves at all as they have no history or true knowledge beyond trivia you yourself might know, nor do they leave the area.&amp;lt;br&amp;gt;&lt;br /&gt;
When the spell ends or you dismiss the spell as an Action, the audience leaves in the same ways they entered. The members of the audience do not fight in any manner, each one has a 10 AC and 1 HP, instantly vanishing if harmed in any way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Intellect Fortress (Bard, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Abjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: V&lt;br /&gt;
|}&lt;br /&gt;
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.&lt;br /&gt;
&lt;br /&gt;
=== Life Transference ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Necromancy || Cleric, Paladin, Shaman, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
You sacrifice some of your health to mend another creature&#039;s injuries. You take 4d8 Necrotic Damage, which can’t be reduced in any way, and one creature of your choice that you can see within Range regains a number of Hit Points equal to twice the Necrotic Damage you took.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, the Damage increases by 1d8 for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning Arrow (Shaman)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Bonus Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
The piece of ammunition or weapon then returns to its normal form.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning Bolt (Shaman, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 100/5ft Emanated Line || Duration: Instant || Components: VSM (a bit of fur and a rod of amber, crystal, or glass)&lt;br /&gt;
|}&lt;br /&gt;
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
The lightning ignites flammable objects in the area that aren&#039;t being worn or carried.&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magic Circle (Maledictor, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Minute || Abjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: 1 Hour || Components: VSM (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)&lt;br /&gt;
|}&lt;br /&gt;
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one or more of the following types of creatures: elementals, fey, highlings or undead. The circle affects a creature of the chosen type in the following ways:&amp;lt;br&amp;gt;&lt;br /&gt;
The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.&amp;lt;br&amp;gt;&lt;br /&gt;
The creature has disadvantage on attack rolls against targets within the cylinder.&lt;br /&gt;
Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.&lt;br /&gt;
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magnificent Tower (Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 10 Minutes || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 24 Hours || Components: VSM (a fragment of stone, wood, or other building material)&lt;br /&gt;
|}&lt;br /&gt;
You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:&lt;br /&gt;
*A bedroom with a bed, chairs, chest, and magical fireplace&lt;br /&gt;
*A study with desks, books, bookshelves, parchments, ink, and ink pens&lt;br /&gt;
*A dining space with a table, chairs, magical fireplace, containers, and cooking utensils&lt;br /&gt;
*A lounge with couches, armchairs, side tables and footstools&lt;br /&gt;
*A washroom with toilets, washtubs, a magical brazier, and sauna benches&lt;br /&gt;
*An observatory with a telescope and maps of the night sky&lt;br /&gt;
*An unfurnished, empty room&lt;br /&gt;
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Major Image (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fleece)&lt;br /&gt;
|}&lt;br /&gt;
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can&#039;t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte&#039;s stench).&amp;lt;br&amp;gt;&lt;br /&gt;
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.&lt;br /&gt;
&lt;br /&gt;
=== Martyr&#039;s Bargain ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Reaction (when you are forced to make a Saving Throw against a Damaging effect) || Abjuration || Cleric, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V || Divine&lt;br /&gt;
|}&lt;br /&gt;
Among the faithful followers of the Three, the purity of the martyr&#039;s bargain represents true faith and true sacrifice. You bear a Damaging effect upon yourself to shield your allies. When you and any number of creatures within Range are force to make a Saving Throw against a Damaging effect, you prevent all that Damage. When this Spell ends, you take the maximum Damage possible from the triggering Damaging effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, the Range of the Spell increases by 15ft for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mass Healing Word ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Bonus Action || Necromancy || Cleric, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V || Divine&lt;br /&gt;
|}&lt;br /&gt;
As you call out words of restoration, all creatures of your choice that you can see within Range regain Hit Points equal to 1d8 + your Spellcasting Ability Modifier. This Spell has no effect on Undead or Constructs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, the healing increases by 1d8 for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meld Into Stone ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation || Cleric, Druid, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the Duration. Using your Speed, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by non-magical senses.&amp;lt;br&amp;gt;&lt;br /&gt;
While merged with the stone, you can&#039;t see what occurs outside it, and you have Disadvantage on any Wisdom (Perception) Checks you make to hear sounds. You remain aware of the passage of time and can cast Spells on yourself while merged in the stone. You can use your Speed to leave the stone where you entered it, which ends the Spell. You otherwise can&#039;t move. You do not need food or drink while in the stone.&amp;lt;br&amp;gt;&lt;br /&gt;
Minor physical Damage to the stone doesn&#039;t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you from the stone, ends the Spell, and deals 6d6 Bludgeoning Damage to you. The stone&#039;s complete destruction (or transmutation into a different substance) expels you and deals 60 Bludgeoning Damage to you. If expelled, you fall [[Conditions#Prone|Prone]] in an unoccupied space closest to where you first entered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, the Duration of the Spell increases by 8 Hours, the Damage dealt by partial destruction decreases by 1d6, and the Damage dealt by complete destruction decreases by 10 for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Minute Meteors (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (niter, sulfur, and pine tar formed into a bead)&lt;br /&gt;
|}&lt;br /&gt;
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.&lt;br /&gt;
&lt;br /&gt;
=== Motivational Speech ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Minute || Enchantment || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Hour || Components: V || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You address allies, adventurers, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose any number of creatures within Range that can hear you. Each target gains 5 Temporary Hit Points for the Duration of the Spell. While a creature has these Temporary Hit Points, it has Advantage on Wisdom Saving Throws. Also while a creature has these Temporary Hit Points, if a target is hit by an Attack, it has Advantage on the next Attack it makes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, the Temporary Hit Points granted increase by 5 for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nondetection (Bard, Maledictor, Shaman, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Abjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: VSM (a pinch of diamond dust worth 25GP sprinkled over the target, which the spell consumes)&lt;br /&gt;
|}&lt;br /&gt;
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can&#039;t be targeted by any divination magic or perceived through magical scrying sensors.&lt;br /&gt;
&lt;br /&gt;
=== Petrify Limb ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Transmutation || Druid, Maledictor, Shaman, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a petrified bone or amber worth at least 75GP)&lt;br /&gt;
|}&lt;br /&gt;
A beam of amber earthen energy lances from your finger toward one creature that you can see within range. Make a Ranged Spell Attack against the target. On a hit, it takes 5d10 Necrotic Damage, and it makes a Constitution Saving Throw if it has any limbs. On a failed Save, you choose one of its limbs to affect. That limb is turned to stone until the Spell ends, and cannot be used to make Attacks. This Spell also has an additional effect based on which limb you chose as follows:&lt;br /&gt;
*&#039;&#039;&#039;Arm.&#039;&#039;&#039; The target can no longer hold anything with the affected arm. If it only has one functional arm remaining, it can&#039;t hold anything with two hands, and it can hold only a single object at a time. If no arms remain, it can&#039;t hold anything at all.&lt;br /&gt;
*&#039;&#039;&#039;Leg.&#039;&#039;&#039; The target is [[Conditions#Slowed|Slowed]] while walking. If half or more of its legs are not functional or replaced by prosthetics, it must use a cane or crutch to move. If it does not, it falls [[Conditions#Prone|Prone]] if it takes the Dash Action, and it has Disadvantage on all Dexterity Saving Throws it makes. If no legs remain, it can&#039;t walk at all, and must crawl.&lt;br /&gt;
*&#039;&#039;&#039;Wing.&#039;&#039;&#039; The target is [[Conditions#Slowed|Slowed]] while flying. If half or more of its wings aren&#039;t functional or replaced by prosthetics, it cannot fly without the aid of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tail.&#039;&#039;&#039; The target is [[Conditions#Slowed|Slowed]] while swimming or climbing, except those granted by magic, unless the limb is replaced by a prosthetics.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Fin.&#039;&#039;&#039; The target is [[Conditions#Slowed|Slowed]] while swimming unless it is granted by magic or the limb is replaced by a prosthesis.&lt;br /&gt;
For the Duration, the target must repeat the Constitution Saving Throw at the end of each of its turns. If it has two successful Saves, the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
If you maintain your Concentration on this Spell for the full Duration, the limb stays petrified until the effect is dispelled or removed. Any effect that can end the [[Conditions#Petrified|Petrified]] Condition or restore a missing limb can also end this effect. If the affected limb is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.&amp;lt;br&amp;gt;&lt;br /&gt;
Undead, Constructs, and creatures that cannot be [[Conditions#Petrified|Petrified]] are unaffected by the Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell slot of 4th Level or higher, the Damage dealt increases by 1d10 for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Phantom Steed (Shaman, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Minute (Ritual) || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Hour || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature&#039;s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.&amp;lt;br&amp;gt;&lt;br /&gt;
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a Riding Horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Plant Growth (Bard, Druid, Shaman)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action or 8 Hours || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.&amp;lt;br&amp;gt;&lt;br /&gt;
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.&amp;lt;br&amp;gt;&lt;br /&gt;
You can exclude one or more areas of any size within the spell&#039;s area from being affected.&amp;lt;br&amp;gt;&lt;br /&gt;
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.&lt;br /&gt;
&lt;br /&gt;
=== Protection from Energy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Abjuration || Cleric, Druid, Shaman, Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing creature. For the Duration, the target gains Resistance to one of the following Damage Types of your choice: Acid, Cold, Fire, Lightning, Poison, or Thunder.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell at 4th Level or higher, you can either target one additional creature or give the targets Resistance to an additional Damage Type from the list. When you cast this Spell at 9th Level or higher, You give targets Immunity to the Damage Types you choose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Pulse Wave (Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft Emanated Cone || Duration: Instant, 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Quakewalk (Druid, Shaman, Sorcerer)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 15ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You begin stomping and grinding your feet, causing the ground around you to temporarily deform like rubber under your earthen magic. Each other creature within 15 feet of you must make a Dexterity saving throw. On a failed saving throw, a creature is knocked prone.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the spell ends, the ground within 15 feet of you is difficult terrain for other creatures. In addition, you can use a bonus action on each of your turns after the first to stomp the ground, forcing all other creatures within the area to repeat the saving throw, falling prone on a failed save.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell can&#039;t affect creatures that aren&#039;t on the ground, and only functions while you are on the ground or in the ground and you aren&#039;t incapacitated&lt;br /&gt;
&lt;br /&gt;
=== Remove Curse ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Abjuration || Cleric, Maledictor, Paladin, Shaman, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS || Arcane, Divine&lt;br /&gt;
|}&lt;br /&gt;
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner&#039;s attunement to the object so it can be removed or discarded.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect, however, casting the Spell at at a higher Level could remove more powerful curses. Discuss with your DM about casting the Spell at a higher Level when casting the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Revivify ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Necromancy || Cleric, Paladin, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VSM (diamonds worth a combined 300GP at least, which the Spell consumes) || Divine&lt;br /&gt;
|}&lt;br /&gt;
You touch a creature that has died within the last Minute. If that creature&#039;s soul is willing, it returns to life with 1 Hit Point. This Spell can&#039;t return to life a creature that has died of old age, nor can it restore any missing body parts.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or Higher, the value of the Material Components is reduced by 50GP for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Roaming Pit (Bard, Druid, Maledictor, Shaman, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()&lt;br /&gt;
|}&lt;br /&gt;
You create a 10x10ft extra-dimensional hole with a depth of 30ft on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. As a bonus action, you can direct the pit to move up to 20 feet horizontally.&amp;lt;br&amp;gt;&lt;br /&gt;
A creature that the pit moves under for the first time on a turn, or who ends its turn adjacent to the pit must make a Dexterity save or fall in. Any creature that avoid falling into the pit when it reaches its new destination move to the nearest safe space. Creatures that fall into the pit move with it if it is relocated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sand Cloak (Druid, Shaman, Sorcerer)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 15ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You create a swirling cloak of sand and dust extending 15 feet out from you that lasts for the duration. The area is lightly obscured and is difficult terrain for other creatures. You can use a bonus action to reduce or increase the radius of the area, up to a maximum of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature other than you enters the area for the first time on a turn or starts its turn there, it is buffeted by sand and dust, and it must succeed on a Constitution saving throw or be Blinded until the start of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sending ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Transmutation || Bard, Cleric, Maledictor, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Unlimited || Duration: 1 Round || Components: VSM (a short piece of fine copper wire) || Arcane, Divine&lt;br /&gt;
|}&lt;br /&gt;
You send a short message of 25 words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The Spell enables creatures with Intelligence Scores of at least 1 to understand the meaning of your message.&amp;lt;br&amp;gt;&lt;br /&gt;
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5% chance that the message doesn&#039;t arrive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, you the message you send can be 25 words longer for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleet Storm ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sleet Storm (Druid, Shaman, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (a pinch of dust and a few drops of water)&lt;br /&gt;
|}&lt;br /&gt;
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.&amp;lt;br&amp;gt;&lt;br /&gt;
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell&#039;s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.&amp;lt;br&amp;gt;&lt;br /&gt;
If a creature starts its turn in the spell&#039;s area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Slow (Maledictor, Shaman, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a drop of molasses)&lt;br /&gt;
|}&lt;br /&gt;
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
An affected target&#039;s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can&#039;t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature&#039;s abilities or magic items, it can&#039;t make more than one melee or ranged attack during its turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn&#039;t take effect until the creature&#039;s next turn, and the creature must use its action on that turn to complete the spell. If it can&#039;t, the spell is wasted.&amp;lt;br&amp;gt;&lt;br /&gt;
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.&lt;br /&gt;
&lt;br /&gt;
=== Speak with Dead ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: 10 Minutes || Components: VSM (burning incense) || Divine&lt;br /&gt;
|}&lt;br /&gt;
You grant the semblance of life and intelligence to a corpse of your choice within Range, allowing it to answer the questions you pose. The corpse must still have a mouth and cannot be Undead. The Spell fails if the corpse was the target of this Spell within the last 10 Days.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the Spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the [[Languages]] it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This Spell doesn&#039;t return the creature&#039;s soul to its body, only its animating spirit. Thus, the corpse can&#039;t learn new information, doesn&#039;t comprehend anything that has happened since it died, and can&#039;t speculate about future events.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, you can ask the target 5 additional questions and the Spell fails if the Spell was cast on the target 1 less Day for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Speak With Plants (Bard, Druid, Shaman)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft Still Emanation || Duration: 10 Minutes || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell&#039;s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
Plants might be able to perform other tasks on your behalf, at the DM&#039;s discretion. The spell doesn&#039;t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.&amp;lt;br&amp;gt;&lt;br /&gt;
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell can cause the plants created by the entangle spell to release a restrained creature.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Guardians ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Conjuration || Cleric, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 15ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: VS || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
You call forth spirits to protect you. They flit around you in the area of the Spell for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast this Spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature is [[Conditions#Slowed|Slowed]] in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it makes a Wisdom Saving Throw. On a failed Save, a creatures takes 3d8 Radiant Damage or 3d8 Necrotic Damage (your choice). On a successful Save, a creatures takes half as much Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, the Damage increases by 1d8 for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spirit Shroud ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Bonus Action || Necromancy || Cleric, Paladin, Shaman, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: VS || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
You call forth spirits of the dead, which flit around you in the are for the Spell&#039;s Duration. The spirits are intangible and invulnerable.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the Spell ends, any Attack you make against a creature within 10ft of you deals an additional 1d8 Damage of one of the following Types: Cold, Necrotic, or Radiant Damage (your choice). Any creature that takes this additional Damage can&#039;t regain Hit Points until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, any creature of your choice that you can see that starts its turn within the area has its Speed reduced by 10ft until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 5th Level or higher, the Damage increases by 1d8 for every two Slot Levels above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Stinking Cloud (Bard, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a rotten egg or several skunk cabbage leaves)&lt;br /&gt;
|}&lt;br /&gt;
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don&#039;t need to breathe or are immune to poison automatically succeed on this saving throw.&amp;lt;br&amp;gt;&lt;br /&gt;
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tactical Acumen (Maledictor, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V&lt;br /&gt;
|}&lt;br /&gt;
Tactical acumen grants your allies a mastery of battlefield tactics. Choose up to three creatures you can see within range. Whenever a target would make an attack with advantage, they may reroll one of the dice once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Thunder Step (Maledictor, Shaman, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: Instant || Components: V&lt;br /&gt;
|}&lt;br /&gt;
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.&amp;lt;br&amp;gt;&lt;br /&gt;
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tidal Wave (Druid, Shaman, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VSM (a drop of water)&lt;br /&gt;
|}&lt;br /&gt;
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.&lt;br /&gt;
&lt;br /&gt;
=== Tiny Hut ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Minute (Ritual) || Abjuration || Bard, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 8 Hours || Components: VSM (a small crystal bead) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
A 10ft Radius immobile dome of force springs into existence around and above you, which remains until the Spell ends or you leave its area.&amp;lt;br&amp;gt;&lt;br /&gt;
Generally, ten Medium creatures can fit inside the dome at one time. The Spell fails if there is a creature that is partially, but not wholly, in the dome. Creatures and objects in the dome when the Spell is cast can move through it freely. All other creatures and objects cannot move through he dome. Spells and other magical effects can&#039;t extend through the dome or be cast through it. The atmosphere inside the dome is comfortable and dry, regardless of the weather outside.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the Spell ends, you can change the light level of the area inside the dome as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
The dome iso page from the outside, of any one color you choose, but it is transparent from the inside.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, the Radius of the dome created increases by 5ft for each Slot Level above 3rd. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tiny Servant (Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Minute || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Tiny Servant for its statistics.&amp;lt;br&amp;gt;&lt;br /&gt;
As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.&amp;lt;br&amp;gt;&lt;br /&gt;
When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.&lt;br /&gt;
&lt;br /&gt;
=== Tongues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Divination || Bard, Cleric, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: SM (a small clay model of a ziggurat) || Arcane, Divine&lt;br /&gt;
|}&lt;br /&gt;
Touch one willing creature. For the Duration, that creature understands all speech it hears, and all creatures that know at least one [[Languages|Language]] and can hear the target understands what it says.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, you can either increase the Duration of the Spell by 1 Hour or target one additional willing creature within Range for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Vampiric Touch (Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Vile Swarm (Druid, Shaman, Warlock)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a tiny bug or other vermin)&lt;br /&gt;
|}&lt;br /&gt;
You call forth a swarm of vermin that attacks all other creatures within its area. The swarm begins adjacent to you, and you may move it up to 20 feet as an Action on subsequent turns. A creature that begins its turn in the swarm or enters it for the first time on a turn must make a Constitution saving throw, suffering 5d10 poison damage on a failed save, or half damage on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wall of Sand (Shaman, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: Instant, 10 Minutes (Concentration) || Components: VSM (a handful of sand)&lt;br /&gt;
|}&lt;br /&gt;
You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wall of Water (Druid, Shaman, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a drop of water)&lt;br /&gt;
|}&lt;br /&gt;
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.&amp;lt;br&amp;gt;&lt;br /&gt;
Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Water Breathing (Druid, Shaman, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 24 Hours || Components: VSM (a drop of water)&lt;br /&gt;
|}&lt;br /&gt;
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.&lt;br /&gt;
&lt;br /&gt;
=== Water Walk ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation || Cleric, Druid, Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Hour || Components: VSM (a piece of cork) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This spell grants the ability to move across any liquid surface, such as water, acid, mud, snow, quicksand, or lava, as if it were harmless solid ground (creatures crossing molten lava can still take Damage from the heat). Up to ten willing creatures you can see within Range gain this ability for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60ft per Round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 4th Level or higher, you can either increase the Duration of the Spell by 1 Hour or target 5 additional willing creatures within Range for each Slot Level above 3rd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wind Wall (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a tiny fan and a feather of exotic origin)&lt;br /&gt;
|}&lt;br /&gt;
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can&#039;t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can&#039;t pass through it.&lt;br /&gt;
&lt;br /&gt;
= Uncommon Spells =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Conjure Barrage&lt;br /&gt;
|-&lt;br /&gt;
| Level: 3 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft Emanated Cone || Duration: Instant || Components: VSM (one piece of ammunition or a thrown weapon)&lt;br /&gt;
|}&lt;br /&gt;
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Soul-Binder&amp;diff=3895</id>
		<title>Soul-Binder</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Soul-Binder&amp;diff=3895"/>
		<updated>2023-01-13T23:14:58Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Arcane Dedication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Soul-Binder =&lt;br /&gt;
Loneliness. Weakness. The call to adventure. For most people these are passing moments, a part of the ups and downs of everyday life. There are those however, who are defined by these feelings. Whether feeling alone in a crowd, powerless to get what they deserve or eager to see all things the world has to offer, soul binders have taken a drastic step to solve their problems. Unable to meet the demands of the world alone they choose to give up a piece of their soul to bond with another creature and face life&#039;s challenges together.&amp;lt;br&amp;gt;&lt;br /&gt;
When soul binders bind themselves to another creature, they do so for life. They will stand together, always, two against the world. They will always look out for each other, because in the end, they need each other. Whether they like it or not. The companion will often be the stronger of the pair, but without the binder to guide it, the companion is nowhere near its full potential.&amp;lt;br&amp;gt;&lt;br /&gt;
The process of binding your soul with another creature can be quite taxing, especially if the creature isn&#039;t willing at first. Some people disappear into the wild to find a forest animal willing to bind, and return months later with a beast by their side willing to do anything for them, while others would rather summon a creature of untold horror, force it into submission, then bind the creature to follow their command.&amp;lt;br&amp;gt;&lt;br /&gt;
However, having your soul bound to another creature means that your soul will never be full again. There is always something missing. It gets even more apparent for the soul binder when their companion is far away from them, and can sometimes be physically painful for them to be a great distance from their companion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Evolutions !! Edict Die !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Soul-Binder#Soul Bond|Soul Bond]], [[Soul-Binder#Bonded Companion|Bonded Companion]], [[Soul-Binder#Symbiotic Link|Symbiotic Link]], [[Soul-Binder#Hidden Form|Hidden Form]] || 2 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Soul-Binder#Spellcasting|Spellcasting]], [[Soul-Binder#Edict|Edict]] || 2 || d4 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Soul-Binder#Soul Bond|Soul Bond Feature]], [[Soul-Binder#Keen Guidance|Keen Guidance]] || 2 || d4 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Soul-Binder#Ability Score Improvements|Ability Score Improvement]], [[Soul-Binder#Companion Ability Score Improvements|Companion Ability Score Improvement]] || 2 || d4 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || [[Soul-Binder#Advanced Offense|Advanced Offense]] || 2 || d6 || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Soul-Binder#Companion&#039;s Protection|Companion&#039;s Protection]], [[Soul-Binder#Magic Item Absorption|Magic Item Absorption]] || 2 || d6 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || [[Soul-Binder#Soul Bond|Soul Bond Feature]], [[Soul-Binder#Soul Linked Casting|Soul Linked Casting]] || 3 || d6 || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Soul-Binder#Ability Score Improvements|Ability Score Improvement]], [[Soul-Binder#Companion Ability Score Improvements|Companion Ability Score Improvement]] || 3 || d6 || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || - || 3 || d8 || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Soul-Binder#Soul Shield|Soul Shield]] || 3 || d8 || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || [[Soul-Binder#Soul Bond|Soul Bond Feature]], [[Soul-Binder#Swift Order|Swift Order]] || 3 || d8 || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Soul-Binder#Ability Score Improvements|Ability Score Improvement]], [[Soul-Binder#Companion Ability Score Improvements|Companion Ability Score Improvement]] || 4 || d8 || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || - || 4 || d10 || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Soul-Binder#Soul Bond|Soul Bond Feature]] || 4 || d10 || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || [[Soul-Binder#Soul Bond|Soul Bond Feature]] || 4 || d10 || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Soul-Binder#Ability Score Improvements|Ability Score Improvement]], [[Soul-Binder#Companion Ability Score Improvements|Companion Ability Score Improvement]] || 4 || d10 || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || - || 5 || d12 || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Soul-Binder#Resonating Voice|Resonating Voice]] || 5 || d12 || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Soul-Binder#Ability Score Improvements|Ability Score Improvement]], [[Soul-Binder#Companion Ability Score Improvements|Companion Ability Score Improvement]] || 5 || d12 || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Soul-Binder#Soul Infused Giant|Soul Infused Giant]] || 5 || d20 || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d6 per Soul-Binder Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 6 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d6 (increase to 4) + your Constitution modifier per Soul-Binder level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Light Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Simple Weapons|Simple Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; One [[Adventuring Gear#Tools|Set of Tools]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Constitution and Charisma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Animal Handling, History, Nature, Insight, Arcana, Persuasion, Intimidation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; A [[Armor and Weapons#Martial Simple|Simple Weapon]] or a [[Armor and Weapons#Martial Weapons|Martial Weapon]] (if Proficient), an [[Equipment Packs|Equipment Pack]], a set of [[Armor and Weapons#Light Armor|Leather Armor]] or [[Armor and Weapons#Medium Armor|Breastplate]], and one [[Adventuring Gear#Tools|Non-Vehicle Tool]] that you are Proficient with&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Soul-Binder Features Summarized&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Level !! Header text&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Soul Bond|Soul Bond]] || 1st || You choose your subclass, and gain features at 1st, 3rd, 7th, 11th, 14th, and 15th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Bonded Companion|Bonded Companion]] || 1st || You gain a Companion that you fight with and that grows with you &lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Symbiotic Link|Symbiotic Link]] || 1st || While close to your Companion, you and it gain buffs&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Hidden Form|Hidden Form]] || 1st || You can shrink, dismiss, or disguise your companion&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Spellcasting|Spellcasting]] || 2nd || You gain half Spellcasting that uses Charisma and Preparing Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Edict|Edict]] || 2nd || You gain several ways to give your Companion a specifically effective command&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Keen Guidance|Keen Guidance]] || 3rd || You can command your Companion with a Bonus Action instead of an Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Companion Ability Score Improvements|Companion Ability Score Improvements]] || 4th || You increase your Companion&#039;s Ability Scores or cause it to gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Advanced Offense|Advanced Offense]] || 5th || When you use your Action to command your Companion, it can Attack twice and you can make an Attack or cast a Cantrip as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Companion&#039;s Protection|Companion&#039;s Protection]] || 6th || Your Companion has Proficiency in all Saving Throws and is better at Intelligence and Charisma Saving Throws while close to you&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Magic Item Absorption|Magic Item Absorption]] || 6th || You can give your Companion magic items&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Soul Linked Casting|Soul Linked Casting]] || 7th || When you cast a Spell that would affect you, you can have it affect your Companion too&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Soul Shield|Soul Shield]] || 10th || You can use your Reaction to protect your Companion, and don&#039;t need to use a Reaction to give your Damage to your Companion&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Swift Order|Swift Order]] || 11th || When you command your companion with a Bonus Action, it makes two Attacks, if you use an Action, it makes three&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Resonating Voice|Resonating Voice]] || 18th || You can use two Edicts at once and you gain twice as many uses&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Soul Infused Giant|Soul Infused Giant]] || 20th || You can transform your Companion into a giant and more powerful version of itself&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Soul Bond ====&lt;br /&gt;
&#039;&#039;1st, 3rd, 7th, 11th, 14th, and 15th Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the Soul Bond in the table below that represents the creature you have sacrificed a portion of your soul to bond to.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Soul Bonds&lt;br /&gt;
|-&lt;br /&gt;
! Soul Bond !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Bond of the Divine|Bond of the Divine]] || 3 || You bond yourself with a divine warrior, giving you and your Companion a greater control of life over death, as you protect each other, and your allies from its cold claws&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Bond of the Dragonkin|Bond of the Dragonkin]] || 2 || You bond yourself with a draconic warrior, allowing you and your Companion to grow in massive draconic strength, striking fear into your foes and unleashing powerful breath weapons.&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Bond of the Elusive Spirit|Bond of the Elusive Spirit]] || 2 || You bond yourself with a teleporting warrior, allowing you and your Companion to blink around the battlefield while striking foes when they least expect it.&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Bond of the Puppet|Bond of the Puppet]] || 3 || You bond yourself with a magical automaton of your creation, gaining complete control of it as you slowly perfect your exact instructions to give it maximum efficiency.&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Bond of the Spirit Vessel|Bond of the Spirit Vessel]] || 2 || You bond yourself with a magical creature that has had its soul severed from its body now trapped in an undead just or mechanic contraption, causing you and your Companion to take the life force of your enemies while sharing your own life force.&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Bond of the Unknown|Bond of the Unknown]] || 2 || You bond yourself with a magical aberration, which you empower at the cost of your own sanity, teetering on the edge of madness, you and your Companion drive madness into the hearts of your foes while restricting them with otherworldly forces.&lt;br /&gt;
|}&lt;br /&gt;
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==== Bonded Companion ====&lt;br /&gt;
&#039;&#039;1st Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Companion that will serve and aid you in every way it possibly can. You must create your Companion, described in the Companion Creation section after the class description.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion shares your Initiative Score and you and the Companion both act on the same turn. 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 use an 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 [[Conditions#Incapacitated|Incapacitated]], the Companion takes the Action that would best protect itself and you. While your Companion is within 1 Mile of you, you can communicate with it telepathically.&amp;lt;br&amp;gt;&lt;br /&gt;
If your Companion is reduced to 0 Hit Points, it falls [[Conditions#Unconscious|Unconscious]] and makes Death Saving Throws if not Stable. If your Companion has died within the last Hour, while it is within your Reach, you can use an Action to expend a Spell Slot of 1st Level or higher. When you do, your Companion returns to life after 1 Minute with a number of Hit Points equal to 10 x the Slot Level expended. You can also use an an Action while your Companion is within your Reach to expend a Spell Slot of 1st Level or higher, when you do, you restore a number of Hit Points to your Companion equal to 10 x the Slot Level expended.&amp;lt;br&amp;gt;&lt;br /&gt;
At the end of a Long Rest, you can summon your Companion wherever it is, teleporting it to an unoccupied space within 5ft of you, and reviving it with all its Hit Points it if was dead or below its Hit Points Maximum. If you die, your Companion gains 1 Level of Exhaustions after every Minute while you are dead.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, as an Action, while you are within 1 Mile of your Companion, you can see through your Companion&#039;s eyes and hear what it hears until the start of your next turn, ganging the benefits of any special senses it has. You can also speak through your Companion during this time. During this time you are also [[Conditions#Deafened|Deaf]] and [[Conditions#Blinded|Blind]] to your own senses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Symbiotic Link ====&lt;br /&gt;
&#039;&#039;1st Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have sacrificed much of your essence to form the link you have with your companion, but it will in turn protect you with everything it can. While you are within 60ft of your Companion, you gain the following benefits:&lt;br /&gt;
*When you take Damage you can use your Reaction to cause your Companion to take that Damage instead.&lt;br /&gt;
*When you regain Hit Points caused by expending a Hit Dice, your Companion regains a number of Hit Points equal to twice the number you regained.&lt;br /&gt;
*If you are reduced to 0 Hit Points, you can use your Reaction to sacrifice your Companion to save yourself. When you do, you regain a number of Hit Points equal to the current number of Hit Points your Companion has. Your Companion is then reduced to 0 Hit Points.&lt;br /&gt;
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==== Hidden Form ====&lt;br /&gt;
&#039;&#039;1st Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned how to reduce your Companion&#039;s size or hide it on another plane for an easy way to hide or carry it. Choose one of the following features to gain:&lt;br /&gt;
*&#039;&#039;&#039;Shrink.&#039;&#039;&#039; You can use your Bonus Action to change your Companion&#039;s Size to Tiny or back to its full Size if it is within 30ft of you. If there isn&#039;t enough space for it to grow to its original Size, nothing happens. While in this Tiny form, the Companion can&#039;t attack in any way.&lt;br /&gt;
*&#039;&#039;&#039;Pocket Dimension.&#039;&#039;&#039; As an Action, while your Companion is within your Reach, you can temporarily dismiss it. It disappears into a pocket dimension where it awaits your summon. As a Bonus Action, you can cause it to reappear in an unoccupied space within 5ft of you. If you fall [[Conditions#Unconscious|Unconscious]] while your Companion is in this pocket dimension, it reappears in a space within 5ft of you, pushing other creatures out of the way to do so if required.&lt;br /&gt;
*&#039;&#039;&#039;Disguise.&#039;&#039;&#039; As an Action you can create an illusion around your companion that makes it looks like another Beast or Humanoid of similar build and size, such as making a drake look like a dog, or an angel look like a farmer. The disguise ends if your companion takes any Damage, deals Damage to another creature or you end it as an Action.&lt;br /&gt;
At the end of a Long Rest you can choose a different feature to gain.&lt;br /&gt;
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==== Spellcasting ====&lt;br /&gt;
&#039;&#039;2nd Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Charisma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Charisma Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Charisma Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; A [[Armor and Weapons#Spellcasting Focuses|Arcane Focus]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; Whenever you finish a Long Rest, you prepare a number of Spells equal to your half your Soul-Binder Level + your Charisma Modifier from the Paladin Spell List. You can cast these Spells using your Spell Slots until the end of your next Long Rest.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ [[Soul-Binder Spells|Soul-Binder Spell List]]&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th !! 5th&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 2 || 2 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 2  || 3 || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 3 || 3 || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 3 || 4 || 4 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 3 || 4 || 4 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 3 || 5 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 3 || 5 || 4 || 3 || - || - || -&lt;br /&gt;
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| 9th || 3 || 6 || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 4 || 6 || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 4 || 7 || 4 || 3 || 3 || - || -&lt;br /&gt;
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| 12th || 4 || 7 || 4 || 3 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 4 || 8 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 4 || 8 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 4 || 9 || 4 || 3 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 4 || 9 || 4 || 3 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 4 || 10 || 4 || 3 || 3 || 3 || 1&lt;br /&gt;
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| 18th || 4 || 10 || 4 || 3 || 3 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 4 || 11 || 4 || 3 || 3 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 4 || 11 || 4 || 3 || 3 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
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==== Edict ====&lt;br /&gt;
&#039;&#039;2nd Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have gotten better control over your Companion and can give it more complicated commands. When you use an Action to command your Companion you can choose one Edict as part of that Action for your Companion to follow. Edicts will refer to your Edict Die, which beings as a d4, but increases in size as you gain Levels in this class, shown in the Edict Die column of the Soul-Binder table.&lt;br /&gt;
*&#039;&#039;&#039;Sic &#039;Em!&#039;&#039;&#039; You command your Companion to Attack with extra ferocity. The next time your Companion makes an Attack this turn, it adds your Edict Die to its Attack and Damage Rolls.&lt;br /&gt;
*&#039;&#039;&#039;Toughen Up!&#039;&#039;&#039; You command your Companion to ready itself to withstand even more blows. Your Companion gains a number of Temporary Hit Points equal to two rolls of your Edict Die which last for 1 Minute.&lt;br /&gt;
*&#039;&#039;&#039;Daunt &#039;Em!&#039;&#039;&#039; You command your Companion to instill fright and hesitate in your foes. Your Companion can use its Bonus Action this turn to choose a creature within 30ft of it that can see or hear it. The next time the chosen creature makes an Attack in the next Minute, it subtracts your Edict Die from the result of the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Over There!&#039;&#039;&#039; You command your Companion to move quickly and safely. During this turn, your Companion can use its Bonus Action to move up to half its Speed without Provoking Opportunity Attacks.&lt;br /&gt;
You can use a number of Edicts equal to your Soul-Binder Level, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Keen Guidance ====&lt;br /&gt;
&#039;&#039;3rd Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can now give your Companion commands easier than before. You can command your Companion as a Bonus Action instead of as an Action. When you do so, you can use an Edict with that command. Your Companion can only take one Action each turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 12th, 16th, and 19th Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Companion Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 12th, 16th, and 19th Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion&#039;s skill and strength expands, choose one of the following for your Companion:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Companion&#039;s Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Advanced Offense ====&lt;br /&gt;
&#039;&#039;5th Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have improved your control over your Companion and can offer it better guidance in combat. When you use an Action to command your Companion and it takes the Attack Action this turn, your companion can make an additional Attack as part of that Action. Additionally, when you use your Action to command your Companion, you can make a single Weapon Attack or cast a Cantrip with a Casting Time of an Action as a Bonus Action that turn.&lt;br /&gt;
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==== Magic Item Absorption ====&lt;br /&gt;
&#039;&#039;6th Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 Hour performing a special ritual to merge a magic item into your Companion, this can be performed during a Short or Long Rest. Merging with an item requires you, your Companion, and the item to all be in physical contact during the entire time. In order to merge with an item, your Companion needs to meet with any prerequisites listed in the item description.&amp;lt;br&amp;gt;&lt;br /&gt;
While merged, the Companion gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words. Your Companion can use the magical properties of the item and apply the effects to its Natural Weapons and Natural Armor, but doesn&#039;t get the benefit of the Armor or Weapon itself. It can only have one Weapon, one Shield, and one piece of Armor merged at a time, and one piece of Armor. The companions Natural Weapons can only gain the benefits from one of the merged items. While it has an absorbed item, its Natural Weapons become magical. The Companion gains the magical benefits of any items, such as a +1 Bonus to AC and Fire Resistance from a set of +1 Fiery Plate Armor, but not the benefits of the item itself, such as the 18 AC from wearing that suit of Plate Armor.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion has three attunement slots and if it is merged with an item that requires attunement, the Companion must use one its attunement slots to gain the attunement benefits of the item. At the end of a Short or Long Rest, you and the Companion can choose which items it is benefiting from, which items its attuned to, and can expel any items from the Companion that are no longer desired.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Companion dies, all the merges items are expelled from its corpse on the ground around it.&lt;br /&gt;
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==== Companion&#039;s Protection ====&lt;br /&gt;
&#039;&#039;6th Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion&#039;s defense is better than ever, avoiding everything from traps to Spells. It gains Proficiency in all Saving Throws. Additionally, it has Advantage on Intelligence and Charisma Saving Throws while you are within 60ft of it and it can see you.&lt;br /&gt;
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==== Soul Linked Casting ====&lt;br /&gt;
&#039;&#039;7th Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You and your companion are of the same soul, and you can channel magic through your link. When you cast a Spell targeting yourself while your Companion is within 60ft of you, you can choose to cause the Spell to also affect your Companion. If the Spell requires Concentration and you lose this Concentration, the effect ends for both you and the Companion, and you make Saving Throws to make Concentration if your Companion takes Damage as if you had just taken that much Damage.&lt;br /&gt;
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==== Soul Shield ====&lt;br /&gt;
&#039;&#039;10th Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use some of your magic to shield your Companion from attacks. When your Companion takes Damage while you are within 60ft of it, you can use your Reaction to grant it Resistance to that Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally you can now transfer Damage to your Companion with your Symbiotic Link feature, without requiring you to use your Reaction to do so.&lt;br /&gt;
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==== Swift Order ====&lt;br /&gt;
&#039;&#039;11th Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can now give quick and precise commands to your Companion. Your Companion can now make two Attacks when it takes the Attack Action if you command it as a Bonus Action. It also makes three Attacks when it takes the Attack Action if you use your Action to command it.&lt;br /&gt;
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==== Resonating Voice ====&lt;br /&gt;
&#039;&#039;18th Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You use your magic to command your Companion with a voice that resonates with your shared soul link. Whenever you would choose an Edict, you can instead choose two Edicts to apply at once. You can now use a number of Edicts equal to twice your Soul-Binder Level, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
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==== Soul Infused Giant ====&lt;br /&gt;
&#039;&#039;20th Level Soul-Binder Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can infuse your Companion with all your energy to make it into a behemoth of raw power. As an Action while your Companion is within 120ft of you, you can choose to transform it, while it is transformed it gains the following benefits:&lt;br /&gt;
*It Size becomes Gargantuan.&lt;br /&gt;
*Its Attacks deal an additional 2d10 Damage.&lt;br /&gt;
*It deals twice as much Damage to objects and structures.&lt;br /&gt;
*Its Current and Maximum Hit Points are increased by 50.&lt;br /&gt;
*Its Speed is doubled.&lt;br /&gt;
This transformation ends after 1 Hour, the Companion falls [[Conditions#Unconscious|Unconscious]], or you end the transformation as an Action. Once you transform your Companion in this way, you can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
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= Companion Creation =&lt;br /&gt;
Companions come in all shapes and sizes, this section helps you make a Companion that fits perfectly for your Soul-Binder. When creating your Companion there are several steps you need to go through to create the perfect companion for your adventure.&lt;br /&gt;
&lt;br /&gt;
== 1. Archetype ==&lt;br /&gt;
The first thing to do when creating your Companion, is to choose one of the following three archetypes that determine the general attributes of your Companion. It uses your Proficiency Bonus (PB) in several places. Your Companion has a Creature Type determined by your Soul Bond. Your Companion uses your Proficiency Bonus whenever it would use its Proficiency Bonus for a Skill Check, feature, etc.&lt;br /&gt;
&lt;br /&gt;
[[File:Tough.png|250px|thumb]][[File:Agile.png|250px|thumb]][[File:Adaptable.png|250px|thumb]]&lt;br /&gt;
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== 2. Proficiencies ==&lt;br /&gt;
Your Companion gains Proficiency in three Skills and two Saving Throws of your choice.&lt;br /&gt;
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== 3. Weapons ==&lt;br /&gt;
Your Companion needs a way to deal with its enemies. Choose two of the following Natural Weapons. Your Companion is Proficient with these Weapons and uses its Strength for its Attack and Damage Rolls with these Natural Weapons unless otherwise stated.&lt;br /&gt;
*&#039;&#039;&#039;Bite.&#039;&#039;&#039; This Natural Weapon deals 1d8 Damage, and if it rolls a 1 or a 2 on a Damage Dice for the Attack, it can reroll that Damage Die.&lt;br /&gt;
*&#039;&#039;&#039;Claws.&#039;&#039;&#039; This Natural Weapon deals 1d4 Damage, and if it takes the attack Action and makes at least 1 Attack with its Claws, it can make a single Weapon Attack as a Bonus Action using its Claws, but it does not add its Ability Modifier to the Damage dealt.&lt;br /&gt;
*&#039;&#039;&#039;Fist.&#039;&#039;&#039; This Natural Weapon deals 1d8 Damage, and once per turn when it hits on an Attack, it can push the target 5ft away from it.&lt;br /&gt;
*&#039;&#039;&#039;Horns.&#039;&#039;&#039; This Natural Weapon deals 1d8 Damage, and if it moved 20ft in a straight line before hitting on an Attack with this Weapon, the Attack deals an additional 1d8 Damage.&lt;br /&gt;
*&#039;&#039;&#039;Stinger.&#039;&#039;&#039; This Natural Weapon deals 1d4 Damage, and once per turn when it hits on an Attack, it can deal an additional 1d8 Poison Damage.&lt;br /&gt;
*&#039;&#039;&#039;Tentacle.&#039;&#039;&#039; This Natural Weapon deals 1d6 Damage, and if it hits a creature with this Weapon, it can attempt to Grapple that creature as a Bonus Action this turn.&lt;br /&gt;
*&#039;&#039;&#039;Tail.&#039;&#039;&#039; This Natural Weapon deals 1d6 Damage, and it has an extra 5ft Reach.&lt;br /&gt;
*&#039;&#039;&#039;Ranged.&#039;&#039;&#039; This Natural Weapon deals 1d6 Damage, it has a Range of 30/60ft, and it can use either its Strength or Dexterity or Attacks made with this Weapon.&lt;br /&gt;
Whenever you choose a weapon, you determine if deals Bludgeoning, Piercing, or Slashing Damage. The only exception t this is the Stinger which always does Poison Damage, but you can determine the Damage Type of the d4.&lt;br /&gt;
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== 4. Evolutions ==&lt;br /&gt;
You can modify your companion with different traits, choose two Major Evolutions. You gain more Evolutions as you gain Levels in this class, as described in the Evolutions column of the Soul-Binder table. You can choose an Evolution only once unless otherwise stated. During a Long Rest, you can change one of your Evolutions you have chosen with another one. Some Evolutions are labeled as Minor Evolutions, whenever you choose a Minor Evolution, you can choose an additional Minor Evolution. Whenever you swap a Minor Evolution, if you choose to change it to a different Minor Evolution, you can also swap another Minor Evolution, or you can change a Minor Evolution to a full Evolution, if you do, you choose one of your Minor Evolutions to remove.&amp;lt;br&amp;gt;&lt;br /&gt;
You also also choose to gain a Flaw, which gives you the ability to choose an additional Evolution. You can change or remove a Flaw at the end of a Long Rest instead of changing an Evolution, if you remove the Flaw, you must also remove a selected Evolution. You can have a total number of Flaws selected equal to your Proficiency Bonus.&lt;br /&gt;
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=== Major Evolutions ===&lt;br /&gt;
==== Aggressor ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the Natural Weapons from [[Soul-Binder#3. Weapons|Weapons]] section for your Companion to gain. This Evolution can be taken multiple times.&lt;br /&gt;
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==== Amorphous ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion can move through a space as narrow as 1 inch wide without squeezing.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Blindsight ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion gains Blindsight out to a Range of 10ft.&lt;br /&gt;
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==== Charge ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus action, your Companion can move up to its Speed towards a creature it considers hostile that it can see or hear. It must end this movement closer to the creature than it started.&lt;br /&gt;
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==== Darkvision ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion gains Darkvision out to a Range of 120ft.&lt;br /&gt;
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==== Flying ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion gains a Flying Speed equal to its Walking Speed. If its Size is Medium or larger it falls at the end of its turn. When you reach 7th Level in this class, your Companion no longer falls at the end of its turn if its Size is Medium or larger.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Large Build ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion&#039;s Size increase by one Category.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Power ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one [[Cantrips|Cantrip]] for your Companion to gain. It learns the Cantrip and can cast it without Components. It uses your Soul-Binder Spell Save DC, Attack Bonus, and Spellcasting Ability. It also uses your Soul-Binder Level for the purposes of dealing more Damage, improving the effect, etc. This Evolution can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
==== Manta Glide ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion gains ray-like fins that it can use as wings to slow its fall or allow it to glide. When it falls at least 10ft, it can use its Reaction to subtract 100ft from the fall and then move up to its Speed while falling this round.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mental Fortitude ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion has Advantage on Saving Throws against being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]], and magic can&#039;t put your Companion to sleep.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimble ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion can move through the space of any creature that is at least one Size larger than it without treating it as Difficult Terrain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quick ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion&#039;s Speed is increased by 10ft. This Evolution can be taken multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Resistant ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the following Damage Types: Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder. Your Companion gains Resistance to the chosen Damage Type. This Evolution can be taken multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shadow Stealth ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While in Dime Light or Darkness, your Companion can take the Hide Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skilled ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion gains Proficiency with one Skill of your choice. This Evolution can be taken multiple times.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slimy Body ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion has advantage on Ability Checksand Saving Throws to escape or avoid being [[Conditions#Grappled|Grappled]] and [[Conditions#Restrained|Restrained]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spell Link ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Spells from your Companion&#039;s space.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spider Climb ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion gains a Climbing Speed equal to its Walking Speed, and it can climb on difficult surfaces, such as upside down on a ceiling, without difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Standing Leap ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion&#039;s Long Jump can be up to 20ft and its High Jump can be up to 10ft without needing a running start.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strider ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
your Companion is unaffected by Difficult Terrain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sure-Footed ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion has Advantage on Strength and Dexterity Saving Throws made against effects that would knock it [[Conditions#Prone|Prone]] or move it against its will.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vigilant ====&lt;br /&gt;
&#039;&#039;Major Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion can&#039;t be Surprised and it is aware of its surroundings while it is sleeping.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Evolutions ===&lt;br /&gt;
==== Adorable ====&lt;br /&gt;
&#039;&#039;Minor Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion has Advantage on Charisma (Persuasion) and (Performance) Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aquatic ====&lt;br /&gt;
&#039;&#039;Minor Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion can breathe both air and water, additionally it gains a Swimming Speed equal to its Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elemental Creature ====&lt;br /&gt;
&#039;&#039;Minor Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the following Cantrips: [[Cantrips#Control Flames|Control Flames]], [[Cantrips#Gust|Gust]], [[Cantrips#Mold Earth|Mold Earth]], [[Cantrips#Shape Water|Shape Water]]. Your Companion learns the chosen Cantrip, it can cast it without needing Components, it uses your Soul-Binder Spell Save DC, Spell Attack Bonus, and Spellcasting Ability Modifier for the Cantrip. It also uses your Soul-Binder Level for the purposes of having more effects active at once and the like.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== False Appearance ====&lt;br /&gt;
&#039;&#039;Minor Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you Companion remains motionless, it is indistinguishable from a non-magical object of its Size that you choose when you choose the Evolution, such as a tree, boulder, or statue. This Evolution can be taken multiple times, choosing a different object each time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Helpful ====&lt;br /&gt;
&#039;&#039;Minor Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion can now take the Help Action without you needing to command it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Illumination ====&lt;br /&gt;
&#039;&#039;Minor Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion sheds Bright Light out to a Range of 10ft, and Dim Light an additional 10ft. Your Companion can turn this effect on and off as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Iron Scent ====&lt;br /&gt;
&#039;&#039;Minor Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion can pinpoint, by scent, the location of ferrous metal within 30ft of it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mask of the Wild ====&lt;br /&gt;
&#039;&#039;Minor Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion can attempt to Hide even while it is only Lightly Obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mimicry ====&lt;br /&gt;
&#039;&#039;Minor Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion can mimic Humanoid voices and phrases it has heard before. A creature that hears the sounds can tell they are imitations with a successful DC13 Wisdom (Insight) Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minor Darkvision ====&lt;br /&gt;
&#039;&#039;Minor Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion gains Darkvision out to a Range of 30ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Siege Monster ====&lt;br /&gt;
&#039;&#039;Minor Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion deals twice as much Damage to objects and structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Smart ====&lt;br /&gt;
&#039;&#039;Minor Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion&#039;s Intelligence Score increases by 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Speech ====&lt;br /&gt;
&#039;&#039;Minor Evolution&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your companion gets the ability to speak in one of the Languages you know. This Evolution can be taken multiple times, choosing a different Language every time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flaws ===&lt;br /&gt;
==== Aversion to Damage ====&lt;br /&gt;
&#039;&#039;Flaw&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose a Damage Type, if your Companion takes that Type of Damage, it has Disadvantage on Attack Rolls and Ability Checks it makes until the end of its next turn. This Flaw can be taken multiple times, choosing a different Damage Type each time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Clumsy ====&lt;br /&gt;
&#039;&#039;Flaw&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion must use its Action to stand up from being [[Conditions#Prone|Prone]] as well as spending half of its Speed. It can take this Action even if you didn&#039;t command it this turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Frail ====&lt;br /&gt;
&#039;&#039;Flaw&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion&#039;s Size decreases by 1 Category, and its Constitution Score decreases by 2. This Flaw can be taken multiple times, but it can only be taken if your Companion&#039;s Size is Small or larger and if its Constitution Score is 3 or higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Monophobia ====&lt;br /&gt;
&#039;&#039;Flaw&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If your Companion isn&#039;t within 10ft of a creature it deems friendly, it has Disadvantage on all Attack Rolls and Ability Checks it makes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Near Sighted ====&lt;br /&gt;
&#039;&#039;Flaw&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion can&#039;t see anything that is more than 30ft away from it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Small Brain ====&lt;br /&gt;
&#039;&#039;Flaw&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion&#039;s Intelligence Score decreases by 4, and its Wisdom Score decreases by 2. This Flaw can be taken multiple times, but it can only be taken if your Companion&#039;s Intelligence Score is 5 or higher, and if its Wisdom Score is 3 or higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity ====&lt;br /&gt;
&#039;&#039;Flaw&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While in sunlight, your Companion has Disadvantage on Attack Rolls and Ability Checks that rely on sight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Soul Bonds =&lt;br /&gt;
== Bond of the Divine ==&lt;br /&gt;
Sometimes one of the Three grant gifts to worthy mortals. They can take all shapes and forms and you have been given a boon in the form of a friend and protector for life.&amp;lt;br&amp;gt;&lt;br /&gt;
However, oftentimes one of the War-Bringer Gods are the ones who give this protector as a way to enter partially into the world of Drakomere.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Subclass Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Warrior Soul|Warrior Soul]] || 1st || You get Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Medium Armor|Medium Armor]] as well as +1 Hit Point every Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Guardian of the Heavens|Guardian of the Heavens]] || 1st || Your Companion is a Highling, has Resistance to Radiant and Necrotic Damage, deals Radiant Damage, and you learn [[Languages#Highling|Highling]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Gift of Life|Gift of Life]] || 3rd || When your Companion takes Damage, you can heal another creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Inspiring Heal|Inspiring Heal]] || 7th || You get the [[Level 1#Healing Word|Healing Word]] Spell, and when you cast it on your Companion it can Attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Divine Edicts|Divine Edicts]] || 11th || You gain additional Edict options&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Extra Attack|Extra Attack]] || 14th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Death Prevention|Death Prevention]] || 15th || You can stop allies from dying and heal them a ton when you do so&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior Soul ====&lt;br /&gt;
&#039;&#039;1st Level Bond of the Divine Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your soul is bound to an inherently martial being, giving you some of its experience in combat. You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Medium Armor|Medium Armor]]. Additionally, your Hit Points Maximum increases by 1, and increases by 1 again whenever you gain a Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guardian of the Heavens ====&lt;br /&gt;
&#039;&#039;1st Level Bond of the Divine Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have bound your soul to a celestial creature. You and your Companion gain the following features:&lt;br /&gt;
*Your Companion&#039;s Creature Type is Highling.&lt;br /&gt;
*Your Companion gains Resistance to Radiant and Necrotic Damage.&lt;br /&gt;
*Whenever your Companion deals Damage with one of its Natural Weapons, it can choose to make the Damage Radiant.&lt;br /&gt;
*You can speak, read, and write [[Languages#Highling|Highling]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of Life ====&lt;br /&gt;
&#039;&#039;3rd Level Bond of the Divine Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When your Companion is harmed you can catch its life force and redirect it elsewhere before it dissipates. When your Companion takes Damage, you can use a Reaction to restore a number of Hit Points equal to the amount of Damage your Companion took to a creature of your choice that you can see. If you used your Reaction to redirect Damage to your Companion you can use this feature as part of that Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inspiring Heal ====&lt;br /&gt;
&#039;&#039;7th Level Bond of the Divine Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You know how to mend wounds and inspire your guardian to perform better in combat. You learn the [[Level 1#Healing Word|Healing Word]] Spell, it is always Prepared, counts as a Soul-Binder Spells, and doesn&#039;t count against your Spells Prepared.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you cast the [[Level 1#Healing Word|Healing Word]] Spell on your Companion, it can use its Reaction to immediately make a single Weapon Attack against a creature within Range.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Edicts ====&lt;br /&gt;
&#039;&#039;11th Level Bond of the Divine Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can command your guardian with a voice that can pierce the heavens. The following commands are added to your Edict options:&lt;br /&gt;
*&#039;&#039;&#039;Blind &#039;Em!&#039;&#039;&#039; You command your Companion to unleash its inner radiant light. As an Action this turn, your Companion can force creatures of its choice within 15ft of it to make a Constitution Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Spread Your Wings!&#039;&#039;&#039; You command your Companion to fly high in the sky. It gains a 60ft Flying Speed and does&#039;t provoke Opportunity Attacks until the start of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;14th Level Bond of the Divine Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Death Prevention ==== &lt;br /&gt;
&#039;&#039;15th Level Bond of the Divine Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion has gained the powers to protect people from the grasp of death. If a creature within 60ft of your Companion drops to 0 Hit Points or makes a Death Saving Throw, your Companion can use its Reaction to teleport to an unoccupied space within 5ft of that creature, and breathe new life into it, causing it to regain 10d12 Hit Points. Once you use this feature, you can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bond of the Dragonkin ==&lt;br /&gt;
You have bound your soul to a drake in hopes of protection and power. Maybe you have been chosen by a dragon to receive an everlasting gift as it created a Guard Drake especially for you, binding your souls together as one to protect one another. Or you gained the trust of such a beast in a deadly situation, bonding for life to mutually help each other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dragonkin Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Warrior Soul|Warrior Soul]] || 1st || You get Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Medium Armor|Medium Armor]] as well as +1 Hit Point every Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Guardian of the Dragon|Guardian of the Dragon]] || 1st || Your Companion gains Resistance to a Damage Type, deals that Damage Type, is tankier, and you learn [[Languages#Draikyaan|Draikyaan]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Draconic Challenge|Draconic Challenge]] || 3rd || Your Companion can taunt enemies and you can Attack anyone that denies this taunt&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Magic Infused Breath|Magic Infused Breath]] || 7th || Your Companion gets a Breath Weapon created by spending Spell Slots&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Draconic Edicts|Draconic Edicts]] || 11th || You gain additional Edict options&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Extra Attack|Extra Attack]] || 14th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Dragon Form|Dragon Form]] || 15th || You can transform your Companion into a stronger and more powerful form&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior Soul ====&lt;br /&gt;
&#039;&#039;1st Level Bond of the Dragonkin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your soul is bound to an inherently martial being, giving you some of its experience in combat. You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Medium Armor|Medium Armor]]. Additionally, your Hit Points Maximum increases by 1, and increases by 1 again whenever you gain a Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guardian of the Dragon ====&lt;br /&gt;
&#039;&#039;1st Level Bond of the Dragonkin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You were given a guard drake and linked with it. You and your companion gain the following benefits:&lt;br /&gt;
*Your Companion gains Resistance to one of the following Damage Types of your choice: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, and Thunder. The chosen Damage Type is your Draconic Damage Type.&lt;br /&gt;
*When your Companion deals Damage with a Natural Weapon it can choose to make change the Damage to your Draconic Damage Type.&lt;br /&gt;
*Your Companion gains a number of additional Maximum Hit Points equal to your Soul-Binder Level.&lt;br /&gt;
*You can speak, read, and write [[Languages#Draikyaan|Draikyaan]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Draconic Challenge ====&lt;br /&gt;
&#039;&#039;3rd Level Bond of the Dragonkin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion is a force to be reckoned with, drawing attention from teammates on the battlefield. When your Companion deals Damage to a creature, it can Mark the creature until the end of your next turn. This effect ends early if the Marked creature or your Companion is [[Conditions#Incapacitated|Incapacitated]], it dies, or if your Companion Marks a different creature.&amp;lt;br&amp;gt;&lt;br /&gt;
While the marked creature is within 5ft of your Companion, the creature has Disadvantage on Attacks against creatures other than your Companion. If this creature deals damage to any creature other than your Companion, you can make a Weapon Attack against the marked creature as a Reaction if it is within Range.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magic Infused Breath ====&lt;br /&gt;
&#039;&#039;7th Level Bond of the Dragonkin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion can evoke some of its draconic powers using your magic as fuel. You can expend a Spell Slot of 1st Level or higher as an Action. When you do, your Companion can use its Action this turn to exhale a destructive breath. Each creature in the area of this breath makes a Saving Throw against your Spell Save DC. On a failed Save, a creature takes Damage equal to 1d8 + 2d8 for each Slot Level of 1st Level or Higher of the Type you chose in your Defender of the Dragon feature. The following table shows what type of Saving Throw, and the area of the Breath Weapon is based on your Draconic Damage Type. If there are multiple areas and/or Saves listed for one Damage Type, choose one to use every time you use this feature.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magic Infused Breath&lt;br /&gt;
|-&lt;br /&gt;
! Damage Type !! Area !! Saving Throw&lt;br /&gt;
|-&lt;br /&gt;
| Acid || 30ft Emanated Cone, 60x5ft Emanated Line || Dexterity Saving Throw&lt;br /&gt;
|-&lt;br /&gt;
| Cold || 30ft Emanated Cone, 60x5ft Emanated Line || Constitution Saving Throw&lt;br /&gt;
|-&lt;br /&gt;
| Fire || 30ft Emanated Cone, 60x5ft Emanated Line || Dexterity Saving Throw, Constitution Saving Throw&lt;br /&gt;
|-&lt;br /&gt;
| Lighting || 30ft Emanated Cone, 60x5ft Emanated Line || Dexterity Saving Throw&lt;br /&gt;
|-&lt;br /&gt;
| Necrotic || 30ft Emanated Cone || Dexterity Saving Throw, Constitution Saving Throw&lt;br /&gt;
|-&lt;br /&gt;
| Poison || 60x5ft Emanated Line || Dexterity Saving Throw, Constitution Saving Throw&lt;br /&gt;
|-&lt;br /&gt;
| Psychic || 30ft Emanated Cone || Strength Saving Throw, Intelligence Saving Throw, Wisdom Saving Throw&lt;br /&gt;
|-&lt;br /&gt;
| Radiant || 30ft Emanated Cone || Dexterity Saving Throw, Constitution Saving Throw&lt;br /&gt;
|-&lt;br /&gt;
| Thunder || 30ft Emanated Cone || Constitution Saving Throw&lt;br /&gt;
|}&lt;br /&gt;
When you reach 11th Level in this class, you and your Companion can use this feature as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Draconic Edicts ====&lt;br /&gt;
&#039;&#039;11th Level Bond of the Dragonkin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can command your guard drake with the fury of a dragon. The following commands are added to your Edict options:&lt;br /&gt;
*&#039;&#039;&#039;Punish &#039;Em!&#039;&#039;&#039; Until the start of your next turn, when a creature hits your Companion with a Melee Attack, the Attacker takes an amount of Damage equal to your Edict Die of your Draconic Damage Type.&lt;br /&gt;
*&#039;&#039;&#039;Draconic Leap.&#039;&#039;&#039; You point your finger at a creature or point within 30ft of your Companion that you and it can see. As a Bonus Action this turn, your Companion can jump to that point without provoking Opportunity Attacks. If it was a creature, it makes a Strength Saving Throw against your spell Save DC. On a failed Save, a creature takes Bludgeoning Damage equal to three rolls of your Edict Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;14th Level Bond of the Dragonkin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dragon Form ====&lt;br /&gt;
&#039;&#039;15th Level Bond of the Dragonkin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have studied the draconic powers that lie deep within the blood of your Companion. You can transform your companion into its true dragon form temporarily. As an Action, you can cause your Companion to grow wings and transform into a dragon for 1 Minute, or until your Companion uses its Bonus Action to end the Transformation. While transformed in this way it gains the following benefits:&lt;br /&gt;
*It gains a 60ft Flying Speed.&lt;br /&gt;
*It increases its Size by one category.&lt;br /&gt;
*It gains Immunity to your Draconic Damage Type.&lt;br /&gt;
*It gains a number of Temporary Hit Points equal to your Soul binder Level which last until the transformation ends.&lt;br /&gt;
*Its Reach increases by 5ft.&lt;br /&gt;
*At the start of its turns, it rolls a d6, on a 5 or 6, it can use its Action that turn to use your Magic Infused Breath feature as if you expended a 2nd Level Spell Slot.&lt;br /&gt;
*As a Bonus Action, it can let out a terrifying roar, forcing each creature of its choice within 120ft of it to make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Frightened|Frightened]] of it until the transformation ends. While [[Conditions#Frightened|Frightened]] in this way, at the end of a creatures turn, it can repeat the Save, ending the effect on a successful Save. When a creature succeeds on this Saving Throw, it becomes unaffected by this feature for the next 24 Hours.&lt;br /&gt;
Once your Companion transforms in this way, it can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bond of the Elusive Spirit ==&lt;br /&gt;
You have bound your soul to a creature that has an unusual nature about it, it has the ability to shift itself and blink around the world with ease, but it needs your guidance to control this power.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elusive Spirit Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Warrior Soul|Warrior Soul]] || 1st || You get Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Medium Armor|Medium Armor]] as well as +1 Hit Point every Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Tricky Comprehension|Tricky Comprehension]] || 1st || Your Companion is a Fey or Monstrosity, is Immune to being [[Conditions#Charmed|Charmed]], you gain Proficiency in Persuasion and Performance, and you learn [[Languages#Silvin|Silvin]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Blink Strike|Blink Strike]] || 3rd || Your Companion can use a Reaction when you hit on an Attack or when you transfer Damage to it, to teleport to you and make an Attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Linked Flicker|Linked Flicker]] || 7th || You and your Companion can teleport to each other&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Elusive Edicts|Elusive Edicts]] || 11th || You gain additional Edict options&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Extra Attack|Extra Attack]] || 14th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Blinking Charge|Blinking Charge]] || 15th || You and several allies can teleport around the battlefield and then make an Attack&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warrior Soul ====&lt;br /&gt;
&#039;&#039;1st Level Bond of the Elusive Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your soul is bound to an inherently martial being, giving you some of its experience in combat. You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Medium Armor|Medium Armor]]. Additionally, your Hit Points Maximum increases by 1, and increases by 1 again whenever you gain a Level in this Class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tricky Comprehension ====&lt;br /&gt;
&#039;&#039;1st Level Bond of the Elusive Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You bond yourself to a creature with playful teleportation. You and your Companion get the following features:&lt;br /&gt;
*Your Companion&#039;s Creature Type is Fey or Monstrosity (your choice).&lt;br /&gt;
*Your Companion is Immune to being [[Conditions#Charmed|Charmed]].&lt;br /&gt;
*You gain Proficiency in Persuasion and Performance.&lt;br /&gt;
*You can speak, read, and write [[Languages#Silvin|Silvin]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blink Strike ====&lt;br /&gt;
&#039;&#039;3rd Level Bond of the Elusive Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have taught your Companion to blink to your enemies and deliver a deadly strike. Whenever you hit a creature with an Attack, if your Companion is within 60ft of you, it can use its Reaction to teleport to an unoccupied spot within 5ft of that creature. If you use your Reaction to transfer Damage to your companion with your Symbiotic Link feature, your Companion can use its Reaction to teleport to a space within 5ft of you as part of that Reaction if it is within 60ft of you.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever your Companion teleports in either of these ways, it can make a single Melee Weapon Attack as part of the Reaction. If the Attack hits, the target of the Attack has its Speed reduced to 0 until the start of its your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion can only make this Attack a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Linked Flicker ====&lt;br /&gt;
&#039;&#039;7th Level Bond of the Elusive Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to you and your Companion share becomes stronger. While your companion is within 60ft of you, you or your Companion can spend 20ft of Speed to teleport to teleport to an unoccupied space within 5ft of the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elusive Edicts ====&lt;br /&gt;
&#039;&#039;11th Level Bond of the Elusive Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can command your Companion to pull playful maneuvers. The following commands are added to your Edict options:&lt;br /&gt;
*&#039;&#039;&#039;Blink Out!&#039;&#039;&#039; You command your Companion to be prepared to evade danger. Roll your Edict Die 3 times. Until the start of your next turn, whenever your Ccompanion takes Damage that is less than the combined result of your Edict Die, your Companion quickly phases out of existence and doesn&#039;t take the Damage.&lt;br /&gt;
*&#039;&#039;&#039;Blink There!&#039;&#039;&#039; You command your Companion to teleport to a different position. This turn, your Companion can choose to teleport to an unoccupied space it can see within a number of feet equal to 10 x one roll of your Edict Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;14th Level Bond of the Elusive Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blinking Charge ====&lt;br /&gt;
&#039;&#039;15th Level Bond of the Elusive Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the Conjuration magic of your Companion to shift you and your allies around the battlefield. As an Action, you can choose any number of willing creatures within 10ft of you or your Companion. Each of chosen creature teleports to an unoccupied space of its choice that it can see within 60ft of it. After teleporting, a creature can use its Reaction to make a single Weapon Attack against a creature within Range.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this Action, you can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bond of the Puppet ==&lt;br /&gt;
Sometimes a persons soul can also be split in two as the result of a magical experiment, in such case they can because a Soul Binder and will have crafted a construct that can house their shattered soul and be controlled like a puppet.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Puppet Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Arcane Soul|Arcane Soul]] || 1st || You gain free bonus Spells and a Cantrip&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Inorganic Companion|Inorganic Companion]] || 1st || Your Companion is a Construct, you gain Proficiency with a [[Adventuring Gear#Artisan&#039;s Tools|Set of Artisan&#039;s Tools]], your Companion is Immune to Poison and Psychic Damage, and the [[Conditions#Charmed|Charmed]], [[Conditions#Frightened|Frightened]], and [[Conditions#Poisoned|Poisoned]] Conditions, it can&#039;t act while far away from you, and it doesn&#039;t need to eat, drink, or sleep&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Take Control|Take Control]] || 3rd || You can enhance your Companion when you use your Action to command it, and you can spend a Spell Slot to improve it more&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Marionette Manipulation|Marionette Manipulation]] || 7th || You can choose two ways to improve your Companion with Take Control&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Puppet Edicts|Puppet Edicts]] || 11th || You gain additional Edict options&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Arcane Dedication|Arcane Dedication]] [[Soul-Binder#Extra Attack|Extra Attack]] || 14th || You can use a Bonus Action to regain some Spell Slots&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Absolute Control|Absolute Control]] || 15th || While under the effect of your Take Control feature, your Companion makes more Attacks and is better at Saving Throws&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Arcane Soul ====&lt;br /&gt;
&#039;&#039;1st Level Bond of the Puppet Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your soul is bound to an inherently magical being. You gain Bond Spells at the Soul-Binder Levels listed in the Bond Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Soul-Binder Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bond Spells&lt;br /&gt;
|-&lt;br /&gt;
! Soul-Binder Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Cantrips#Mending|Mending]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Alarm|Alarm]], [[Level 1#Unseen Servant|Unseen Servant]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Hold Person|Hold Person]], [[Level 2#Web|Web]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Enemies Abound|Enemies Abound]], [[Level 3#Tiny Servant|Tiny Servant]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Compulsion|Compulsion]], [[Level 4#Freedom of Movement|Freedom of Movement]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Animal Object|Animate Object]], [[Level 5#Dominate Person|Dominate Person]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inorganic Companion ====&lt;br /&gt;
&#039;&#039;1st Level Bond of the Puppet Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have bound your soul to a crafted construct which now serves as its container, You and your Companion gains the following features:&lt;br /&gt;
*Your Companion&#039;s Creature Type is Construct.&lt;br /&gt;
*You gain Proficiency with [[Adventuring Gear#Artisan&#039;s Tools|Carpenter&#039;s Tools]], [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]], [[Adventuring Gear#Artisan&#039;s Tools|Mason&#039;s Tools]], or [[Adventuring Gear#Artisan&#039;s Tools|Tinker&#039;s Tools]] &lt;br /&gt;
*Your Companion is Immune to Poison and Psychic Damage as well as the [[Conditions#Charmed|Charmed]], [[Conditions#Frightened|Frightened]], and [[Conditions#Poisoned|Poisoned]] Conditions.&lt;br /&gt;
*Your Companion can&#039;t take any Action if it is more than 60ft away from you.&lt;br /&gt;
*Your Companion doesn&#039;t need food, drink, or sleep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Take Control ====&lt;br /&gt;
&#039;&#039;3rd Level Bond of the Puppet Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can now take more direct control of your Companion and guide it. If you use your Action to command your Companion, you can also use a Bonus Action to give it one of the following benefits and you can expend a Spell Slot of 1st Level or higher to enhance the benefit:&lt;br /&gt;
*&#039;&#039;&#039;Protective Instructions.&#039;&#039;&#039; Your Companion&#039;s AC increases by 1 + 1 for each Slot Level of 1st Level or higher.&lt;br /&gt;
*&#039;&#039;&#039;Expedient Instructions.&#039;&#039;&#039; Your Companion&#039;s Speed increases by 10ft + 10ft for each Slot Level of 1st Level or higher.&lt;br /&gt;
*&#039;&#039;&#039;Offensive Instructions.&#039;&#039;&#039; Your Companion&#039;s Attacks this turn deal an additional 2 Damage + 2 Damage for each Slot Level of 1st Level or higher.&lt;br /&gt;
The chosen benefit lasts for a number of rounds equal to 1 + 1 for each Slot Level of 1st Level or higher, or until you use this Bonus Action again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Marionette Manipulation ====&lt;br /&gt;
&#039;&#039;7th Level Bond of the Puppet Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can empower your Companion and make more complex tasks. When you use your Take Control feature, you can choose two of the benefits, however if you expend a Spell Slot with the feature, you choose which benefit is improved, and you can expend two Spell Slots to do so. The Duration of the benefits are now is equal to 1 + 1 for each Slot Level of 1st Level or higher of the highest Level Spell Slot expended, or until you use this Bonus Action again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Puppet Edicts ====&lt;br /&gt;
&#039;&#039;11th Level Bond of the Puppet Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You become a puppet master. The following commands are added to your Edict options:&lt;br /&gt;
*&#039;&#039;&#039;Return and Recover!&#039;&#039;&#039; If your Companion is within 60ft of you, it can move a to an unoccupied space within 5ft of you without Provoking Opportunity Attacks, it then regains a number of Hit Points equal to two rolls of your Edict Die.&lt;br /&gt;
*&#039;&#039;&#039;Follow Orders!&#039;&#039;&#039; You can give your Companion the benefits of your Take Control feature as if you used your Action to command your Companion and your Bonus Action to use the feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Dedication ====&lt;br /&gt;
&#039;&#039;14th Level Bond of the Puppet Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to recover magic. When you do, you regain a number of Spell Slots with a combined Level of equal to or less than your Proficiency Bonus. Once you do so, you can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Absolute Control ====&lt;br /&gt;
&#039;&#039;15th Level Bond of the Puppet Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can take even finer control of your control of your puppet. While your Companion is under the effect of your Take Control feature, it now makes three Attacks when it takes the Attack Action if you used a Bonus Action to command it, and it makes four Attack if you use your Action, it also has Advantage on all Saving Throws it makes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bond of the Spirit Vessel ==&lt;br /&gt;
You have bound yourself to a fleeting spirit unable to go to the afterlife. To help keep your companion grounded in this world you have made a vessel for them, whenever that be a carefully crafted construct or a corpse that is no longer being used.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spirit Vessel Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Arcane Soul|Arcane Soul]] || 1st || You gain free bonus Spells and a Cantrip&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Soul Container|Soul Container]] || 1st || Your Companion is an Undead or a Construct, you can cast non-Undead and non-Construct Spells on it, it has Immunity to Poison Damage and the [[Conditions#Poisoned|Poisoned]] Condition, and doesn&#039;t need to eat, drink, or sleep&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Macabre Reconstruction|Macabre Reconstruction]] || 3rd || You can take Damage to heal your Companion&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Necrotic Reprisal|Necrotic Reprisal]] || 7th || When your Companion takes Damage, it can deal Damage to enemies around it&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Vessel Edicts|Vessel Edicts]] || 11th || You gain additional Edict options&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Arcane Dedication|Arcane Dedication]] || 14th || You can use a Bonus Action to regain some Spell Slots&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Lifeforce Equalizer|Lifeforce Equalizer]] || 15th || You can use an Action to heal the lowest health creature between you and your Companion, so that you and your Companion have an equal number of Hit Points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Arcane Soul ====&lt;br /&gt;
&#039;&#039;1st Level Bond of the Spirit Vessel Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your soul is bound to an inherently magical being. You gain Bond Spells at the Soul-Binder Levels listed in the Bond Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Soul-Binder Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bond Spells&lt;br /&gt;
|-&lt;br /&gt;
! Soul-Binder Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Cantrips#Toll the Dead|Toll the Dead]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#False Life|False Life]], [[Level 1#Unseen Servant|Unseen Servant]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Invisibility|Invisibility]], [[Level 2#Silence|Silence]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Life Transference|Life Transference]], [[Level 3#Vampiric Touch|Vampiric Touch]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Death Ward|Death Ward]], [[Level 4#Shadow of Moil|Shadow of Moil]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Negative Energy Flood|Negative Energy Flood]], [[Level 5#Raise Dead|Raise Dead]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Soul Container ====&lt;br /&gt;
&#039;&#039;1st Level Bond of the Spirit Vessel Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have bound yourself with a soul that has become severed from its old body, and you have found a new home for this soul, whether that be a constructed vessel or a new soulless body. You and your Companion gains the following benefits:&lt;br /&gt;
*Your Companion&#039;s Creature Type is either Construct or Undead (your choice).&lt;br /&gt;
*If you cast a Spell that normally can&#039;t affect Constructs and Undead, you can still target your Companion with the Spell.&lt;br /&gt;
*Your Companion has Immunity to Poison Damage and the [[Conditions#Poisoned|Poisoned]] Condition.&lt;br /&gt;
*Your companion doesn&#039;t need food, drink or sleep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Macabre Reconstruction ====&lt;br /&gt;
&#039;&#039;3rd Level Bond of the Spirit Vessel Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your own lifeforce to reconstruct your companion when its Damaged. You have a pool of Soul Energy represented by a number of d6s equal to 1 + your Soul Binder Level.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend a number dice from your Soul Energy pool up to half your Soul Binder Level. When you do, roll the spent dice and add the result, you take Necrotic Damage equal to the total, and your Companion regains a number of Hit Points equal to twice the amount of Damage you took. You regain all expended dice when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Necrotic Reprisal ====&lt;br /&gt;
&#039;&#039;7th Level Bond of the Spirit Vessel Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You and your Companion&#039;s life force has been so entwined that your Companion will harm anyone who dares to hurt you. When your Companion takes Damage, it can use its Reaction to choose any number of creatures within 10ft of it, the chosen creatures make Constitution Saving Throws against your Spell Save DC. On a failed Save, a creature takes Necrotic Damage equal to the Damage your Companion took.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Longer St.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vessel Edicts ====&lt;br /&gt;
&#039;&#039;11th Level Bond of the Spirit Vessel Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can command your Companion to use its powers to manipulate life force. The following commands are added to your Edict options:&lt;br /&gt;
*&#039;&#039;&#039;Drain &#039;Em!&#039;&#039;&#039; The next time your Companion hits a creature with a Melee Attack, it deals additional Necrotic Damage to the target equal to one roll of your Edict Die. The Companion then regains a number of Hit Points equal to the Necrotic Damage dealt by the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Scream!&#039;&#039;&#039; Your Companion can use an Action to choose a number of creatures up to your Charisma Modifier within 60ft of it, the chosen creatures make Constitution Saving Throws against your Spell Save DC. On a failed Save, a creatures takes Necrotic Damage equal to two rolls of your Edict Die and can&#039;t regain Hit Points for the next Minute.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Dedication ====&lt;br /&gt;
&#039;&#039;14th Level Bond of the Spirit Vessel Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to recover magic. When you do, you regain a number of Spell Slots with a combined Level of equal to or less than your Proficiency Bonus. Once you do so, you can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lifeforce Equalizer ====&lt;br /&gt;
&#039;&#039;15th Level Bond of the Spirit Vessel Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can manipulate the thread that ties you and your Companion to heal one of you. As an Action, between you and your Companion, the creature with the least Current Hit Points regains a number of Hit Points equal to the difference between the two Current Hit Points. After you use this Action, you must finish a Long Rest before doing so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bond of the Unknown ==&lt;br /&gt;
You have formed a link with an entity that is not from this world, and though it grants you a powerful ally is tearing at your mind to have a constant connection to this otherworldly creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Unknown Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Arcane Soul|Arcane Soul]] || 1st || You gain free bonus Spells and a Cantrip&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Creature Beyond Comprehension|Creature Beyond Comprehension]] || 1st || Your Companion is an Aberration, Immune to being [[Conditions#Frightened|Frightened]], you and your Companion gain Resistance to Psychic Damage, and you learn [[Languages#Aeberez|Aeberez]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Edge of Sanity|Edge of Sanity]] || 3rd || You can improve your Companion but you have a chance of going temporarily insane when you do&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Otherworldly Grip|Otherworldly Grip]] || 7th || You can try to Grapple your foes&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Subclass Edicts|Subclass Edicts]] || 11th || You gain additional Edict options&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Arcane Dedication|Arcane Dedication]] || 14th || You can use a Bonus Action to regain some Spell Slots&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul-Binder#Embrace Madness|Embrace Madness]] || 15th || You can become temporarily insane to massively power up your Companion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Arcane Soul ====&lt;br /&gt;
&#039;&#039;1st Level Bond of the Unknown Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your soul is bound to an inherently magical being. You gain Bond Spells at the Soul-Binder Levels listed in the Bond Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Soul-Binder Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bond Spells&lt;br /&gt;
|-&lt;br /&gt;
! Soul-Binder Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Cantrips#Illusion Bolt|Illusion Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Cause Fear|Cause Fear]], [[Level 1#Dissonant Whispers|Dissonant Whispers]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Detect Thoughts|Detect Thoughts]], [[Level 2#Crown of Madness|Crown of Madness]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Fear|Fear]], [[Level 3#Enemies Abound|Enemies Abound]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Confusion|Confusion]], [[Level 4#Phantasmal Killer|Phantasmal Killer]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Dominate Person|Dominate Person]], [[Level 5#Telepathic Bond|Telepathic Bond]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Creature Beyond Comprehension ====&lt;br /&gt;
&#039;&#039;1st Level Bond of the Unknown Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have bound your soul to a creature from beyond the stars. You and your Companion gain the following features:&lt;br /&gt;
*Your Companion&#039;s Creature Type is an Aberration.&lt;br /&gt;
*Your Companion is Immune to being [[Conditions#Frightened|Frightened]].&lt;br /&gt;
*You and your Companion gain Resistance to Psychic Damage.&lt;br /&gt;
*You learn to speak, read, and write [[Languages#Aeberez|Aeberez]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Edge of Sanity ====&lt;br /&gt;
&#039;&#039;3rd Level Bond of the Unknown Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion gains the following features:&lt;br /&gt;
*When your Companion takes Damage, it can use its Reaction to gain Resistance to that Damage.&lt;br /&gt;
*When your Companion fails a Saving Throw, it can add your Edict Die to the Save.&lt;br /&gt;
*When your Companion hits a creature with an Attack, it can cause the Attack to deal additional Psychic Damage equal to roll of your Edict Die + your Soul-Binder Level.&lt;br /&gt;
When your Companion uses this power, it causes you to lose some of your sanity, potentially causing it to be too much for your mortal mind to bear. When your Companion uses one of these features, you make a Charisma Saving Throw with a DC of 5. Every time you succeed this Save, the DC increases by 3. On a failed Save, roll a d6, causing you to gain a madness for 1 Minute, and during this Minute, your Companion can&#039;t use this feature. The madnesses and their corresponding rolls are listed as follows:&lt;br /&gt;
*&#039;&#039;&#039;1.&#039;&#039;&#039; Your vision becomes blurry and you massively hallucinate, casting you to be [[Conditions#Blinded|Blinded]].&lt;br /&gt;
*&#039;&#039;&#039;2.&#039;&#039;&#039; Your body goes into shock and your legs lock up and are unable to be used, also causing you to fall [[Conditions#Prone|Prone]].&lt;br /&gt;
*&#039;&#039;&#039;3.&#039;&#039;&#039; You hear screams and maddening voices, causing you be [[Conditions#Deafened|Deafened]] and you can&#039;t speak.&lt;br /&gt;
*&#039;&#039;&#039;4.&#039;&#039;&#039; You momentarily lose your grip on reality, causing you to have Disadvantage on Attack Rolls and Ability Checks.&lt;br /&gt;
*&#039;&#039;&#039;5.&#039;&#039;&#039; Your connection with your companion begins to break your mind, causing you to be [[Conditions#Frightened|Frightened]] of your Companion and another random creature within 30ft of you.&lt;br /&gt;
*&#039;&#039;&#039;6.&#039;&#039;&#039; You see endless futures that leads to eternal suffering, causing you to gain a Level of [[Conditions#Exhaustions|Exhaustion]]&lt;br /&gt;
The DC of this Saving Throw reduces to 5 when you fail the Save or finish a Short or Long Rest. You can also expend a Spell Slot as a Bonus Action to reduce the DC of the Save (to a minimum of 5) by an amount equal to the Slot Level expended.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Otherworldly Grip ====&lt;br /&gt;
&#039;&#039;7th Level Bond of the Unknown Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can command your Companion to pull creatures closer using either tentacles or telekinesis and show them images that can drive them mad. As an Action your Companion can target up to 6 creatures of its choice within 30ft of it which make a Strength Saving Throw against your Spell Save DC. On a failed Save, a creature is pushed to an unoccupied space within 5ft of your Companion.&amp;lt;br&amp;gt;&lt;br /&gt;
Afterwards, your Companion can use its Bonus Action to attempt to Grapple one of the pulled creatures. If the Companion succeeds, the target is [[Conditions#Frightened|Frightened]] of you and your Companion until the Grapple ends.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Companion can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unnatural Edicts ====&lt;br /&gt;
&#039;&#039;11th Level Bond of the Unknown Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can command your Companion to use its newly gained unnatural abilities. The following commands are added to your Edict options:&lt;br /&gt;
*&#039;&#039;&#039;Grab &#039;Em!&#039;&#039;&#039; Your Companion&#039;s limbs grows longer and can hit enemies from afar. During this turn your Companion&#039;s Reach increases by a number of feet equal to 10 x one roll of your Edict Die.&lt;br /&gt;
*&#039;&#039;&#039;Destroy Their Minds!&#039;&#039;&#039; You command your Companion to twist its form and instill fear in your foes. This turn, your Companion can use a Bonus Action to choose a number of creatures up to one roll of your Edict Die within 30ft of it, which each make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Dazed|Dazed]] and [[Conditions#Frightened|Frightened]] of you and your Companion until the start of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Dedication ====&lt;br /&gt;
&#039;&#039;14th Level Bond of the Unknown Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to recover magic. When you do, you regain a number of Spell Slots with a combined Level of equal to or less than your Proficiency Bonus. Once you do so, you can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Embrace Madness ====&lt;br /&gt;
&#039;&#039;15th Level Bond of the Unknown Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can choose to let willingly release your sanity in order to give your companion magnificent power. As a Bonus Action, you roll a d6 and gain the madness from your Edge of Sanity feature for the next 1 Minute. While you are suffering from this madness, your Companion can use your Edge of Sanity feature any number of times without expending uses of the feature. Once you use this feature, you can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Seeker&amp;diff=3473</id>
		<title>Seeker</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Seeker&amp;diff=3473"/>
		<updated>2023-01-07T03:26:23Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Cold Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Seeker =&lt;br /&gt;
Under the cover of darkness, her picks dance through the lock in the blink of an eye with fingers deft from a prior enchantment. &#039;Only your light can snuff out the dark&#039; were the words that brought her here, guided by her dreams. Recognizing and avoiding the pressure plate immediately behind the door was easier than she thought, infiltrating the manor was the hard part, but she did her best work in the shadows. Sorcery bars the last door between the woman and her prey; a quick word and a gesture and the heretic&#039;s barrier spell is ravaged. The burnt bones and stars had shown her his home. The words that guided her blade ringed clearly in her head as she crept towards the heretic&#039;s sleeping form. Her knife pulsed with energy, poised high above the false prophet, the spell of silence would handle her next problem.&amp;lt;br&amp;gt;&lt;br /&gt;
A dream stirs the elf to waken, &amp;quot;a storm is coming and our quarry’s tracks will be lost&amp;quot; they announce as the hint of clouds begin to form in the east. The group grumbles as they begin to break camp, but know better than to question the visions of their elf companion.&amp;lt;br&amp;gt;&lt;br /&gt;
Having built a barricade, the bloodied warrior catches their breath while the harried priest tends to the unconscious mage, the fourth adventurer, as battered as he is, pulls out his teapot. &amp;quot;Is this really the time for that?&amp;quot; the warrior says, a slight tremble to their voice. Lighting a fire, the seeker doesn&#039;t look up as he continues to rummage in his bag, &amp;quot;if you prefer to get out of this in one piece, then just keep them at bay, this brew will fix everything.&amp;quot; The tea leaves glow with a brilliant green light as the water comes to a boil. A smirk comes across the seeker’s face &amp;quot;I just wish we could see the look on their faces&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
To be a seeker is to be on a mission given out by a higher being. Maybe a highling appears in visions or the seeker is able to hear the whispers of a dar aberration, seekers follow a divine path. Although a seeker&#039;s mission varies, most commonly they are looking for someone, a person of importance to their cause such as a prophet, or muse. Unlike a paladin or cleric who may follow the tenets of a way of life and lead others in that region, a seeker is given guidance by the world. Through study of subtle signs and interpretation of omens and symbols that most would miss, a seeker&#039;s path is laid before them. The tasks that seekers are given may be devoid of how to complete them, thus a seeker must be adept at gathering intelligence. Seekers care not where their information comes from, whether guidance gifted by the divine, the knowledge still held by the dead, or simply by charming those that would otherwise hoard secrets; by any means will they uncover the path laid before them.&amp;lt;br&amp;gt;&lt;br /&gt;
A seeker moves through the world with ease, adept at traveling quickly over the roughest of terrain. As such, a seeker needs to be an expert at infiltrating the toughest to reach places; they spring locks, recognize traps, and can work with the tools around them to get past the clockwork mechanisms common to this world. Not nearly to the level of an artificer&#039;s mastery over all things mechanical and crafted, but similar to their other skills, seekers use magic to make up for their lack in certain areas.&amp;lt;br&amp;gt;&lt;br /&gt;
The skills a seeker possesses are minor compared to what they have trained for. A seeker uses their body as a vessel for empowering magics, allowing their spells to change how their own form functions. Because of this training, they more often rely not on talent, but instead on the use of magic to make up what is lacking. Continuing this line of thinking, seekers often rely on others to get through difficult situations, a wise seeker is aware that they cannot handle every situation thrown their way. Seekers should be able to work well with their fellow companions to accomplish the goals set before them by their patron, as such a seeker&#039;s spells lean towards improving their gifts and the group rather than blatantly destructive magics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Seeker#Spellcasting|Spellcasting]], [[Seeker#Rites|Rites]], [[Seeker#Mavenhood|Mavenhood]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Seeker#Premonition|Premonition]], [[Seeker#Sixth Sense|Sixth Sense]] || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Seeker#Good Omen|Good Omen]], [[Seeker#Mavenhood|Mavenhood Feature]] || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || - || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Seeker#Destined Strike|Destined Strike]], [[Seeker#Maven Expertise|Maven Expertise]] || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || [[Seeker#Ill Omen|Ill Omen]] || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || - || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Seeker#Holdfast|Holdfast]], [[Seeker#Mavenhood|Mavenhood Feature]] || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || - || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 ||  - || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Seeker#Mavenhood|Mavenhood Feature]] || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || - || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || - || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Seeker#Endless Pursuit|Endless Pursuit]] || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Seeker#Divine Vision|Divine Vision]] || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d8 per Seeker Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 8 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d8 (or 5) + your Constitution Modifier per Seeker Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Light Armor]] and [[Armor and Weapons#Shields|Shields]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Simple Weapons|Simple Weapons]], [[Armor and Weapons#Simple Ranged Weapons|Hand Crossbows]], [[Armor and Weapons#Simple Ranged Weapons|Longbows]], [[Armor and Weapons#Simple Melee Weapons|Longswords]], [[Armor and Weapons#Simple Melee Weapons|Rapiers]], and [[Armor and Weapons#Simple Melee Weapons|Sabers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; [[Adventuring Gear#General Tools|Thieve&#039;s Tools]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Constitution and Intelligence.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Acrobatics, Arcana, Deception, History, Investigation, Religion, Perception, Persuasion, Sleight of Hand, Stealth, and Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; A [[Armor and Weapons#Simple Melee Weapons|Simple]] or [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]] with which you are Proficient with, a [[Armor and Weapons#Simple Weapons|Simple]] or [[Armor and Weapons#Martial Weapons|Martial Weapon]] with which you are Proficient with, a set of [[Armor and Weapons#Light Armor|Leather Armor]], [[Adventuring Gear#General Tools|Thieve&#039;s Tools]], an [[Equipment Packs|Equipment Pack]], and a [[Trinkets|Trinket]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
&#039;&#039;1st Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual Casting.&#039;&#039;&#039; You can cast any Prepared Spell as a Ritual if it has the Ritual tag.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; A [[Armor and Weapons#Spellcasting Focuses|Holy Symbol]] or a [[Trinkets|Trinket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; Whenever you finish a Long Rest, you prepare a number of Spells equal to half your Seeker Level + your Intelligence Modifier from the [[Seeker Spells|Seeker Spell List]]. You can cast these Spells using your Spell Slots until the end of your next Long Rest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ [[Seeker Spells|Seeker Spell List]]&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 3 || 2 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3 || 3 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 3 || 4 || 2 || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || 4 || 3 || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || 4 || 3 || 2 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 4 || 4 || 3 || 3 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 4 || 4 || 3 || 3 || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 4 || 4 || 3 || 3 || 2 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 4 || 4 || 3 || 3 || 3 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 5 || 4 || 3 || 3 || 3 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rites ====&lt;br /&gt;
&#039;&#039;1st Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You know how to manipulate magic methodically and carefully. You have a number of Rites equal to your Seeker Level. You can use these Rites to cast Seeker Spells as a Ritual, but only adding 1 minute to the Casting Time instead of 10 minutes. You can cast the following Spells in this way:&lt;br /&gt;
*A Prepared Seeker Spell of 5th Level or lower.&lt;br /&gt;
*An Unprepared Seeker Spell of 5th Level or lower with the Ritual Tag.&lt;br /&gt;
*An Unprepared Seeker Spell of 5th Level or lower with a Casting Time of at least 1 Minute.&lt;br /&gt;
When you cast a Spell using Rites, you can cast the Spell at higher Levels, and you spend 1 Rite if the Spell is cast at 1st or 2nd Level, 2 Rites if the Spell is cast at 3rd or 4th Level, and 3 Rites if the Spell is cast at 5th Level. At the end of a Long Rest, you regain all expended Rites.&amp;lt;br&amp;gt;&lt;br /&gt;
While casting a Spell using Rites, you can continue the casting of the Spell as a Bonus Action rather than as an Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mavenhood ====&lt;br /&gt;
&#039;&#039;1st, 3rd, 10th, and 14th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the Mavenhoods in the table below that relates to the way you best serve the Three and the skills you use to do so.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Premonition ====&lt;br /&gt;
&#039;&#039;2nd Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection with the divine allows you brief clarity to evade detection or find what others might miss. You can take the Help, Hide, or Search Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sixth Sense ====&lt;br /&gt;
&#039;&#039;2nd Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend a Rite and enter a state of heightened awareness. while in this state, you add a d6 to all Ability Checks and Saving Throws you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Good Omen ====&lt;br /&gt;
&#039;&#039;3rd Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may guide others by studying subtle signs in the Weave. when a creature that can see or hear you fails an Ability Check or Saving Throw, you can use your Reaction to speak a special fortune of Good Omen to that creature, causing it to reroll the Check or Save.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this Reaction, you can&#039;t use it again until you finish a Long Rest or spend a Rite.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 12th, 16th, and 19th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Destined Strike ====&lt;br /&gt;
&#039;&#039;6th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When using your seeker powers, you feel as if your hand is guided to better defeat your foes. After you cast a Cantrip, if you have spent a Rite within the last minute, you can either roll one of the Cantrips Damage Dice adding it to the Damage of the Cantrip, or make a single Weapon Attack as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ill Omen ====&lt;br /&gt;
&#039;&#039;7th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your foretelling of harm lets you reduce your injuries. When an Attacker that you can see hits you with an Attack, you can use your Reaction to spend one Rite to halve the Attack&#039;s damage against you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hold Fast ====&lt;br /&gt;
&#039;&#039;10th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ve trained your body to withstand certain effects. When an effect would force you to make a Constitution Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Endless Pursuit ====&lt;br /&gt;
&#039;&#039;18th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic suffuses your every step. You cannot be [[Conditions#Slowed|Slowed]]. By spending 5ft of movement, you can automatically escape being Grappled.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you pass beyond this mortal veil and die, you are brought back from death with 1 Hit Point. Once this happens, you must finish 1d8 Long Rests before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Vision ====&lt;br /&gt;
&#039;&#039;20th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are able to forsee how best to serve your deity by choosing a blessing. Choose from one of the following blessings to benefit from:&lt;br /&gt;
*&#039;&#039;&#039;Dragon&#039;s Brawn.&#039;&#039;&#039; You have Advantage on any Strength Checks and Saving Throws you make. You also cannot be knocked [[Conditions#Prone|Prone]] ness you choose to be, you cannot be disarmed and deal an additional 1d4 Damage on any Attack you make.&lt;br /&gt;
*&#039;&#039;&#039;Fey&#039;s Grace.&#039;&#039;&#039; You have Advantage on any Dexterity Checks and Saving Throws you make. Your Speed also increases by 10ft and you take no Damage from falling.&lt;br /&gt;
*&#039;&#039;&#039;Elder One&#039;s Endurance.&#039;&#039;&#039; You have Advantage on all Constitution Checks and Saving Throws you make. You also gain 30 Temporary Hit Points.&lt;br /&gt;
*&#039;&#039;&#039;Lich&#039;s Cunning.&#039;&#039;&#039; You have Advantage on all Intelligence Checks and Saving Throws you make. You also gain Immunity to Psychic and Force Damage.&lt;br /&gt;
*&#039;&#039;&#039;Angel&#039;s Insight.&#039;&#039;&#039; You have Advantage on all Wisdom Checks and Saving Throw you make. You also gain Truesight out to a Range of 60ft.&lt;br /&gt;
*&#039;&#039;&#039;Devil&#039;s Charm.&#039;&#039;&#039; You have Advantage on all Charisma Checks or Saving Throws you make. Also you ignore the Verbal and Somatic Components of your Seeker Spells.&lt;br /&gt;
Whenever you spend a Rite or finish a Long Rest, you can choose to begin benefiting from a different blessing. When you do so, you stop gaining the benefits from the previous blessing.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mavenhoods =&lt;br /&gt;
== Maven of the All Seeing Eye ==&lt;br /&gt;
All Seeing Eye seekers see the world for how it truly is, beyond what most can visualize. Common among this Mavenhood are strange, discomforting eyes which they use to visualize auras, look into crystal balls, and see patterns in burned incense to tell fortunes and read omens.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maven Spells ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maven Spells&lt;br /&gt;
|-&lt;br /&gt;
! Seeker Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| Cantrip || [[Cantrips#Guidance|Guidance]]&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Detect Magic|Detect Magic]], [[Level 1#Faerie Fire|Faerie Fire]], [[Level 1#Guiding Bolt|Guiding Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 2#Augury|Augury]], [[Level 2#Darkvision|Darkvision]], [[Level 2#See Invisibility|See Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 3#Blink|Blink]], [[Level 3#Clairvoyance|Clairvoyance]], [[Level 3#Remove Curse|Remove Curse]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || [[Level 4#Arcane Eye|Arcane Eye]], [[Level 4#Divination|Divination]], [[Level 4#Locate Creature|Locate Creature]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 5#Commune|Commune]], [[Level 5#Scrying|Scrying]], [[Level 5#Legend Lore|Legend Lore]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Third Eye ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on Ability Checks made to find hidden traps and doors.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain Proficiency in Perception and Investigation.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 6th Level in this class, you gain Expertise in Perception and Investigation.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sight For Sore Eyes ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can touch a willing creature that is [[Conditions#Blinded|Blinded]], and end that Condition.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wandering Eye ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
By either spending 1 minute focusing or as an Action while casting a Spell using Rites, you place a hand on an object or surface and create a single eye on the other side of the object or surface. When you create this eye, and as an Action on subsequent turns, you can see through the eye, but while you do this you are [[Conditions#Blinded|Blinded]] and [[Conditions#Deafened|Deafened]] to your own senses. The eye can only see creatures and objects within 30ft of it.&amp;lt;br&amp;gt;&lt;br /&gt;
Certain materials are more difficult to create an through than others, this eye is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Sight ====&lt;br /&gt;
&#039;&#039;10th Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on all Ability Checks you make that rely on sight.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, at the end of a Long Rest, you can heighten your powers of perception. When you do, choose one of the following benefits, which lasts until you finish your next Long Rest:&lt;br /&gt;
*&#039;&#039;&#039;Tremorsense.&#039;&#039;&#039; You gain Tremorsense out to a Range of 60ft.&lt;br /&gt;
*&#039;&#039;&#039;Truesight.&#039;&#039;&#039; You gain Truesight out to a Range of 15ft.&lt;br /&gt;
*&#039;&#039;&#039;Devil&#039;s Sight.&#039;&#039;&#039; You can see normally in mundane and magical Darkness and Dim Light out to a Range of 30ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sight Beyond Sight ====&lt;br /&gt;
&#039;&#039;14th Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Truesight out to 60ft. When you cast [[Divination]] Spells that allow you to see other places, or other similar effects, such as the [[Level 5#Scrying|Scrying]] or [[Level 3#Clairvoyance|Clairvoyance]] Spells, or your Wandering Eye feature, your sensor has this Truesight, as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cold Reading ====&lt;br /&gt;
&#039;&#039;14th Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can visualize a creature&#039;s aura, determining its general state of health: Healthy (at Maximum Hit Points), Harmed (below Maximum Hit Points), Bloodied (below 1/2 Maximum Hit Points), Critical (below 1/10 Maximum Hit Points) At Death&#039;s Door (at 1 Hit Point). When you visualize a creature&#039;s aura in this way, you also learn one piece of information that the DM chooses, some examples of which are:&lt;br /&gt;
*If the target is cursed and the nature of that curse.&lt;br /&gt;
*Which of the target&#039;s Ability Scores and Saving Throw Bonus is higher and which is lowest.&lt;br /&gt;
*The highest Level Spell Slot available to the target.&lt;br /&gt;
*A fear, secret, or major motivation that creature has.&lt;br /&gt;
*If the target would be friendly, hostile, or neutral to you if you greeted them in a common fashion.&lt;br /&gt;
You can visualize a creature&#039;s aura in this way a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest, and you can only target a creature with this feature once, before needing to take a Long Rest to target it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maven of the Bitter Heart ==&lt;br /&gt;
Most often mistaken for witches, due to their penchant for curses and animal companions. Seekers within this Mavenhood use their summoned companions to predict the future such as by staring into their eyes or listening to the chirps and chittering.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maven Spells ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maven Spells&lt;br /&gt;
|-&lt;br /&gt;
! Seeker Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| Cantrip || [[Cantrips#Sapping Sting|Sapping Sting]]&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Animal Friendship|Animal Friendship]], [[Level 1#Find Familiar|Find Familiar]], [[Level 1#Hex|Hex]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 2#Beast Sense|Beast Sense]], [[Level 2#Blindness/Deafness|Blindness/Deafness]], [[Level 2#Locate Animals or Plants|Locate Animals or Plants]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 3#Alone|Alone]], [[Level 3#Bestow Curse|Bestow Curse]], [[Level 3#Speak with Animals|Speak with Animals]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || [[Level 4#Charm Monster|Charm Monster]], [[Level 4#Phantasmal Killer|Phantasmal Killer]], [[Level 4#Shadow of Moil|Shadow of Moil]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 5#Commune with Nature|Commune with Nature]], [[Level 5#Contagion|Contagion]], [[Level 5#Insect Plague|Insect Plague]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Heartbeats ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in Animal Handling and two of the following Skills of your choice: Arcana, Medicine, or Nature.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 6th Level in this class, you gain Expertise in Animal Handling and the Skills you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spite ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Woe to those that harm you or yours. When a creature that you can see deals Damage to another creature, you can use your Reaction to place a curse on the creature that dealt the Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
For the next minute, you know that creature&#039;s exact location and the rolls from your Sixth Sense feature are doubled when you are making a contested Ability Check against the cursed creature, or an Ability Check or Saving Throw imposed by the cursed creature.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this Reaction, you can&#039;t use it again until you finish a Long Rest, unless you spend a Rite to use it again.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, choose one of the following curses to impart on the target of this feature while the duration of the curse is active:&lt;br /&gt;
*&#039;&#039;&#039;Bewilder.&#039;&#039;&#039; The first Attack the target makes on a turn has Disadvantage.&lt;br /&gt;
*&#039;&#039;&#039;Bleed.&#039;&#039;&#039; The next time the target takes Damage, it takes additional Necrotic Damage equal to twice your Intelligence Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Rust.&#039;&#039;&#039; The target loses all of its Damage Immunities, treating them instead as Damage Resistances.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Hatred ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nature hears your call when you have been wrongs. While a creature is cursed by your Spite feature, you can cast the [[Level 2#Summon Beast|Summon Beast]] Spell as an Action without expending a Spell Slot or Material Components. When you cast the Spell in this way, the Spell does not require Concentration, and the Beast is summoned in an unoccupied space within 30ft of the cursed target.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you cast the Spell in this way, you can choose to cast it at a higher Level. If you do, you must expend a Spell Slot of the Level the Spell was cast at.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coven ====&lt;br /&gt;
&#039;&#039;10th Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Trust is built through actions, there is great power in being bound to others. As an Action, you can choose a willing creature and bond to it. this bond lasts until that creature finishes a Long Rest. Whenever you cast a Spell, you can choose a creature that you have bonded to. When you do, that creature can use its Reaction to cast the Spell instead. When the creature does this, you expend the Spell Slot required to cast the Spell, but the Spell is cast from that creatures space as if that creature had cast the Spell. If the Spell requires Concentration, that creature Concentrates on the Spell. Additionally, that creature uses your Spellcasting Ability, Spell Attack Bonus, Spellcasting Ability Modifier, and Spell Save Dc for this Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, You can spend At the end of this ritual, you spend 10 Rites, 10 Hit Dice, and 10 hours performing a ritual. At the end of this Ritual, you immediately cast the [[Level 5#Awaken|Awaken]] Spell without requiring Components or expending a Spell Slot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hag&#039;s Hold ====&lt;br /&gt;
&#039;&#039;14th Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may call upon more unusual friends. You can cast any Spell with the word &amp;quot;Summon&amp;quot; in its name at 6th Level as an Action. Once you do so, you can&#039;t do so again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you would make an Attack against a creature under the effects of a curse you have placed on it, such as the [[Level 1#Hex|Hex]] Spell or your Spite feature, you can spend 2 Rites to gain Advantage on that Attack. You can also spend 2 Rites to deal double the Damage of the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maven of the Brightened Spirit ==&lt;br /&gt;
Bringers of hope and renewal, the Mavens of the Brightened Spirit help lighten the darkest of times. Although all seekers tend towards darkness to hide their movements, Seekers that follow this Mavenhood focus on supporting the group. In this Mavenhood, many seekers gain their power and divine the future through seeing visions in a burning fire or by attaining a meditative state through energetic activities such as repetitive dances or deep breathing.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maven Spells ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maven Spells&lt;br /&gt;
|-&lt;br /&gt;
! Seeker Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| Cantrip || [[Cantrips#Burning Radiance|Burning Radiance]]&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Bless|Bless]], [[Level 1#Ceremony|Ceremony]], [[Level 1#Healing Word|Healing Word]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 2#Aid|Aid]], [[Level 2#Calm Emotions|Calm Emotions]], [[Level 2#Healing Spirit|Healing Spirit]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 3#Daylight|Daylight]], [[Level 3#Mass Healing Word|Mass Healing Word]], [[Level 3#Revivify|Revivify Revivify]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || [[Level 4#Aura of Life|Aura of Life]], [[Level 4#Guardian of Faith|Guardian of Faith]], [[Level 4#Life Spring|Life Spring]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 5#Dawn|Dawn]], [[Level 5#Greater Restoration|Greater Restoration]], [[Level 5#Hallow|Hallow]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fervor ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]].&amp;lt;br&amp;gt;&lt;br /&gt;
Also you gain Proficiency in Medicine and Religion&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 6th Level in this class, you gain Expertise in Medicine and Religion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit of Holy Light ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are blessed with a beneficent spirit. When you cast the [[Level 2#Healing Spirit|Healing Spirit]] Spell in any way, it gains the following benefits:&lt;br /&gt;
*The spirit takes on your likeness.&lt;br /&gt;
*This Spell doesn&#039;t require Concentration.&lt;br /&gt;
*When you restore Hit Points to a creature, choose one Skill and one Saving Throw, that creature has Advantage on that Skill and Saving Throw until you restore Hit Points with the Spell again.&lt;br /&gt;
*Creatures of your choice within 10ft of the Spirit do not gain the benefits Advantage on Attacks or Ability Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blind Faith ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you roll a 1 on a d6 granted by your Sixth Sense feature, you reroll that die and must use the new roll. When you do so, you a burst of light choosing any number of creatures within 10ft of you. These creatures make a Constitution Saving Throw against your Spell Save DC. On failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Seeker&amp;diff=3472</id>
		<title>Seeker</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Seeker&amp;diff=3472"/>
		<updated>2023-01-07T03:17:47Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Premonition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Seeker =&lt;br /&gt;
Under the cover of darkness, her picks dance through the lock in the blink of an eye with fingers deft from a prior enchantment. &#039;Only your light can snuff out the dark&#039; were the words that brought her here, guided by her dreams. Recognizing and avoiding the pressure plate immediately behind the door was easier than she thought, infiltrating the manor was the hard part, but she did her best work in the shadows. Sorcery bars the last door between the woman and her prey; a quick word and a gesture and the heretic&#039;s barrier spell is ravaged. The burnt bones and stars had shown her his home. The words that guided her blade ringed clearly in her head as she crept towards the heretic&#039;s sleeping form. Her knife pulsed with energy, poised high above the false prophet, the spell of silence would handle her next problem.&amp;lt;br&amp;gt;&lt;br /&gt;
A dream stirs the elf to waken, &amp;quot;a storm is coming and our quarry’s tracks will be lost&amp;quot; they announce as the hint of clouds begin to form in the east. The group grumbles as they begin to break camp, but know better than to question the visions of their elf companion.&amp;lt;br&amp;gt;&lt;br /&gt;
Having built a barricade, the bloodied warrior catches their breath while the harried priest tends to the unconscious mage, the fourth adventurer, as battered as he is, pulls out his teapot. &amp;quot;Is this really the time for that?&amp;quot; the warrior says, a slight tremble to their voice. Lighting a fire, the seeker doesn&#039;t look up as he continues to rummage in his bag, &amp;quot;if you prefer to get out of this in one piece, then just keep them at bay, this brew will fix everything.&amp;quot; The tea leaves glow with a brilliant green light as the water comes to a boil. A smirk comes across the seeker’s face &amp;quot;I just wish we could see the look on their faces&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
To be a seeker is to be on a mission given out by a higher being. Maybe a highling appears in visions or the seeker is able to hear the whispers of a dar aberration, seekers follow a divine path. Although a seeker&#039;s mission varies, most commonly they are looking for someone, a person of importance to their cause such as a prophet, or muse. Unlike a paladin or cleric who may follow the tenets of a way of life and lead others in that region, a seeker is given guidance by the world. Through study of subtle signs and interpretation of omens and symbols that most would miss, a seeker&#039;s path is laid before them. The tasks that seekers are given may be devoid of how to complete them, thus a seeker must be adept at gathering intelligence. Seekers care not where their information comes from, whether guidance gifted by the divine, the knowledge still held by the dead, or simply by charming those that would otherwise hoard secrets; by any means will they uncover the path laid before them.&amp;lt;br&amp;gt;&lt;br /&gt;
A seeker moves through the world with ease, adept at traveling quickly over the roughest of terrain. As such, a seeker needs to be an expert at infiltrating the toughest to reach places; they spring locks, recognize traps, and can work with the tools around them to get past the clockwork mechanisms common to this world. Not nearly to the level of an artificer&#039;s mastery over all things mechanical and crafted, but similar to their other skills, seekers use magic to make up for their lack in certain areas.&amp;lt;br&amp;gt;&lt;br /&gt;
The skills a seeker possesses are minor compared to what they have trained for. A seeker uses their body as a vessel for empowering magics, allowing their spells to change how their own form functions. Because of this training, they more often rely not on talent, but instead on the use of magic to make up what is lacking. Continuing this line of thinking, seekers often rely on others to get through difficult situations, a wise seeker is aware that they cannot handle every situation thrown their way. Seekers should be able to work well with their fellow companions to accomplish the goals set before them by their patron, as such a seeker&#039;s spells lean towards improving their gifts and the group rather than blatantly destructive magics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Seeker#Spellcasting|Spellcasting]], [[Seeker#Rites|Rites]], [[Seeker#Mavenhood|Mavenhood]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Seeker#Premonition|Premonition]], [[Seeker#Sixth Sense|Sixth Sense]] || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Seeker#Good Omen|Good Omen]], [[Seeker#Mavenhood|Mavenhood Feature]] || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || - || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Seeker#Destined Strike|Destined Strike]], [[Seeker#Maven Expertise|Maven Expertise]] || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || [[Seeker#Ill Omen|Ill Omen]] || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || - || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Seeker#Holdfast|Holdfast]], [[Seeker#Mavenhood|Mavenhood Feature]] || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || - || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 ||  - || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Seeker#Mavenhood|Mavenhood Feature]] || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || - || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || - || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Seeker#Endless Pursuit|Endless Pursuit]] || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Seeker#Divine Vision|Divine Vision]] || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d8 per Seeker Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 8 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d8 (or 5) + your Constitution Modifier per Seeker Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Light Armor]] and [[Armor and Weapons#Shields|Shields]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Simple Weapons|Simple Weapons]], [[Armor and Weapons#Simple Ranged Weapons|Hand Crossbows]], [[Armor and Weapons#Simple Ranged Weapons|Longbows]], [[Armor and Weapons#Simple Melee Weapons|Longswords]], [[Armor and Weapons#Simple Melee Weapons|Rapiers]], and [[Armor and Weapons#Simple Melee Weapons|Sabers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; [[Adventuring Gear#General Tools|Thieve&#039;s Tools]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Constitution and Intelligence.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Acrobatics, Arcana, Deception, History, Investigation, Religion, Perception, Persuasion, Sleight of Hand, Stealth, and Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; A [[Armor and Weapons#Simple Melee Weapons|Simple]] or [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]] with which you are Proficient with, a [[Armor and Weapons#Simple Weapons|Simple]] or [[Armor and Weapons#Martial Weapons|Martial Weapon]] with which you are Proficient with, a set of [[Armor and Weapons#Light Armor|Leather Armor]], [[Adventuring Gear#General Tools|Thieve&#039;s Tools]], an [[Equipment Packs|Equipment Pack]], and a [[Trinkets|Trinket]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
&#039;&#039;1st Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual Casting.&#039;&#039;&#039; You can cast any Prepared Spell as a Ritual if it has the Ritual tag.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; A [[Armor and Weapons#Spellcasting Focuses|Holy Symbol]] or a [[Trinkets|Trinket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; Whenever you finish a Long Rest, you prepare a number of Spells equal to half your Seeker Level + your Intelligence Modifier from the [[Seeker Spells|Seeker Spell List]]. You can cast these Spells using your Spell Slots until the end of your next Long Rest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ [[Seeker Spells|Seeker Spell List]]&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 3 || 2 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3 || 3 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 3 || 4 || 2 || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || 4 || 3 || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || 4 || 3 || 2 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 4 || 4 || 3 || 3 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 4 || 4 || 3 || 3 || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 4 || 4 || 3 || 3 || 2 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 4 || 4 || 3 || 3 || 3 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 5 || 4 || 3 || 3 || 3 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rites ====&lt;br /&gt;
&#039;&#039;1st Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You know how to manipulate magic methodically and carefully. You have a number of Rites equal to your Seeker Level. You can use these Rites to cast Seeker Spells as a Ritual, but only adding 1 minute to the Casting Time instead of 10 minutes. You can cast the following Spells in this way:&lt;br /&gt;
*A Prepared Seeker Spell of 5th Level or lower.&lt;br /&gt;
*An Unprepared Seeker Spell of 5th Level or lower with the Ritual Tag.&lt;br /&gt;
*An Unprepared Seeker Spell of 5th Level or lower with a Casting Time of at least 1 Minute.&lt;br /&gt;
When you cast a Spell using Rites, you can cast the Spell at higher Levels, and you spend 1 Rite if the Spell is cast at 1st or 2nd Level, 2 Rites if the Spell is cast at 3rd or 4th Level, and 3 Rites if the Spell is cast at 5th Level. At the end of a Long Rest, you regain all expended Rites.&amp;lt;br&amp;gt;&lt;br /&gt;
While casting a Spell using Rites, you can continue the casting of the Spell as a Bonus Action rather than as an Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mavenhood ====&lt;br /&gt;
&#039;&#039;1st, 3rd, 10th, and 14th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the Mavenhoods in the table below that relates to the way you best serve the Three and the skills you use to do so.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Premonition ====&lt;br /&gt;
&#039;&#039;2nd Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection with the divine allows you brief clarity to evade detection or find what others might miss. You can take the Help, Hide, or Search Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sixth Sense ====&lt;br /&gt;
&#039;&#039;2nd Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend a Rite and enter a state of heightened awareness. while in this state, you add a d6 to all Ability Checks and Saving Throws you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Good Omen ====&lt;br /&gt;
&#039;&#039;3rd Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may guide others by studying subtle signs in the Weave. when a creature that can see or hear you fails an Ability Check or Saving Throw, you can use your Reaction to speak a special fortune of Good Omen to that creature, causing it to reroll the Check or Save.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this Reaction, you can&#039;t use it again until you finish a Long Rest or spend a Rite.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 12th, 16th, and 19th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Destined Strike ====&lt;br /&gt;
&#039;&#039;6th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When using your seeker powers, you feel as if your hand is guided to better defeat your foes. After you cast a Cantrip, if you have spent a Rite within the last minute, you can either roll one of the Cantrips Damage Dice adding it to the Damage of the Cantrip, or make a single Weapon Attack as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ill Omen ====&lt;br /&gt;
&#039;&#039;7th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your foretelling of harm lets you reduce your injuries. When an Attacker that you can see hits you with an Attack, you can use your Reaction to spend one Rite to halve the Attack&#039;s damage against you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hold Fast ====&lt;br /&gt;
&#039;&#039;10th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ve trained your body to withstand certain effects. When an effect would force you to make a Constitution Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Endless Pursuit ====&lt;br /&gt;
&#039;&#039;18th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic suffuses your every step. You cannot be [[Conditions#Slowed|Slowed]]. By spending 5ft of movement, you can automatically escape being Grappled.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you pass beyond this mortal veil and die, you are brought back from death with 1 Hit Point. Once this happens, you must finish 1d8 Long Rests before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Vision ====&lt;br /&gt;
&#039;&#039;20th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are able to forsee how best to serve your deity by choosing a blessing. Choose from one of the following blessings to benefit from:&lt;br /&gt;
*&#039;&#039;&#039;Dragon&#039;s Brawn.&#039;&#039;&#039; You have Advantage on any Strength Checks and Saving Throws you make. You also cannot be knocked [[Conditions#Prone|Prone]] ness you choose to be, you cannot be disarmed and deal an additional 1d4 Damage on any Attack you make.&lt;br /&gt;
*&#039;&#039;&#039;Fey&#039;s Grace.&#039;&#039;&#039; You have Advantage on any Dexterity Checks and Saving Throws you make. Your Speed also increases by 10ft and you take no Damage from falling.&lt;br /&gt;
*&#039;&#039;&#039;Elder One&#039;s Endurance.&#039;&#039;&#039; You have Advantage on all Constitution Checks and Saving Throws you make. You also gain 30 Temporary Hit Points.&lt;br /&gt;
*&#039;&#039;&#039;Lich&#039;s Cunning.&#039;&#039;&#039; You have Advantage on all Intelligence Checks and Saving Throws you make. You also gain Immunity to Psychic and Force Damage.&lt;br /&gt;
*&#039;&#039;&#039;Angel&#039;s Insight.&#039;&#039;&#039; You have Advantage on all Wisdom Checks and Saving Throw you make. You also gain Truesight out to a Range of 60ft.&lt;br /&gt;
*&#039;&#039;&#039;Devil&#039;s Charm.&#039;&#039;&#039; You have Advantage on all Charisma Checks or Saving Throws you make. Also you ignore the Verbal and Somatic Components of your Seeker Spells.&lt;br /&gt;
Whenever you spend a Rite or finish a Long Rest, you can choose to begin benefiting from a different blessing. When you do so, you stop gaining the benefits from the previous blessing.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mavenhoods =&lt;br /&gt;
== Maven of the All Seeing Eye ==&lt;br /&gt;
All Seeing Eye seekers see the world for how it truly is, beyond what most can visualize. Common among this Mavenhood are strange, discomforting eyes which they use to visualize auras, look into crystal balls, and see patterns in burned incense to tell fortunes and read omens.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maven Spells ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maven Spells&lt;br /&gt;
|-&lt;br /&gt;
! Seeker Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| Cantrip || [[Cantrips#Guidance|Guidance]]&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Detect Magic|Detect Magic]], [[Level 1#Faerie Fire|Faerie Fire]], [[Level 1#Guiding Bolt|Guiding Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 2#Augury|Augury]], [[Level 2#Darkvision|Darkvision]], [[Level 2#See Invisibility|See Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 3#Blink|Blink]], [[Level 3#Clairvoyance|Clairvoyance]], [[Level 3#Remove Curse|Remove Curse]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || [[Level 4#Arcane Eye|Arcane Eye]], [[Level 4#Divination|Divination]], [[Level 4#Locate Creature|Locate Creature]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 5#Commune|Commune]], [[Level 5#Scrying|Scrying]], [[Level 5#Legend Lore|Legend Lore]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Third Eye ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on Ability Checks made to find hidden traps and doors.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain Proficiency in Perception and Investigation.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 6th Level in this class, you gain Expertise in Perception and Investigation.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sight For Sore Eyes ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can touch a willing creature that is [[Conditions#Blinded|Blinded]], and end that Condition.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wandering Eye ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
By either spending 1 minute focusing or as an Action while casting a Spell using Rites, you place a hand on an object or surface and create a single eye on the other side of the object or surface. When you create this eye, and as an Action on subsequent turns, you can see through the eye, but while you do this you are [[Conditions#Blinded|Blinded]] and [[Conditions#Deafened|Deafened]] to your own senses. The eye can only see creatures and objects within 30ft of it.&amp;lt;br&amp;gt;&lt;br /&gt;
Certain materials are more difficult to create an through than others, this eye is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Sight ====&lt;br /&gt;
&#039;&#039;10th Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on all Ability Checks you make that rely on sight.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, at the end of a Long Rest, you can heighten your powers of perception. When you do, choose one of the following benefits, which lasts until you finish your next Long Rest:&lt;br /&gt;
*&#039;&#039;&#039;Tremorsense.&#039;&#039;&#039; You gain Tremorsense out to a Range of 60ft.&lt;br /&gt;
*&#039;&#039;&#039;Truesight.&#039;&#039;&#039; You gain Truesight out to a Range of 15ft.&lt;br /&gt;
*&#039;&#039;&#039;Devil&#039;s Sight.&#039;&#039;&#039; You can see normally in mundane and magical Darkness and Dim Light out to a Range of 30ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sight Beyond Sight ====&lt;br /&gt;
&#039;&#039;14th Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Truesight out to 60ft. When you cast [[Divination]] Spells that allow you to see other places, or other similar effects, such as the [[Level 5#Scrying|Scrying]] or [[Level 3#Clairvoyance|Clairvoyance]] Spells, or your Wandering Eye feature, your sensor has this Truesight, as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cold Reading ====&lt;br /&gt;
&#039;&#039;14th Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Actin, you can visualize a creature&#039;s aura, determining its general state of health: Healthy (at Maximum Hit Points), Harmed (below Maximum Hit Points), Bloodied (below 1/2 Maximum Hit Points), Critical (below 1/10 Maximum Hit Points) At Death&#039;s Door (at 1 Hit Point). When you visualize a creature&#039;s aura in this way, you also learn one piece of information that the DM chooses, some examples of which are:&lt;br /&gt;
*If the target is cursed and the nature of that curse.&lt;br /&gt;
*Which of the target&#039;s Ability Scores and Saving Throw Bonus is higher and which is lowest.&lt;br /&gt;
*The highest Level Spell Slot available to the target.&lt;br /&gt;
*A fear, secret, or major motivation that creature has.&lt;br /&gt;
*If the target would be friendly, hostile, or neutral to you if you greeted them in a common fashion.&lt;br /&gt;
You can visualize a creature&#039;s aura in this way a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest, and you can only target a creature with this feature once, before needing to take a Long Rest to target it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maven of the Bitter Heart ==&lt;br /&gt;
Most often mistaken for witches, due to their penchant for curses and animal companions. Seekers within this Mavenhood use their summoned companions to predict the future such as by staring into their eyes or listening to the chirps and chittering.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maven Spells ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maven Spells&lt;br /&gt;
|-&lt;br /&gt;
! Seeker Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| Cantrip || [[Cantrips#Sapping Sting|Sapping Sting]]&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Animal Friendship|Animal Friendship]], [[Level 1#Find Familiar|Find Familiar]], [[Level 1#Hex|Hex]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 2#Beast Sense|Beast Sense]], [[Level 2#Blindness/Deafness|Blindness/Deafness]], [[Level 2#Locate Animals or Plants|Locate Animals or Plants]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 3#Alone|Alone]], [[Level 3#Bestow Curse|Bestow Curse]], [[Level 3#Speak with Animals|Speak with Animals]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || [[Level 4#Charm Monster|Charm Monster]], [[Level 4#Phantasmal Killer|Phantasmal Killer]], [[Level 4#Shadow of Moil|Shadow of Moil]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 5#Commune with Nature|Commune with Nature]], [[Level 5#Contagion|Contagion]], [[Level 5#Insect Plague|Insect Plague]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Heartbeats ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in Animal Handling and two of the following Skills of your choice: Arcana, Medicine, or Nature.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 6th Level in this class, you gain Expertise in Animal Handling and the Skills you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spite ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Woe to those that harm you or yours. When a creature that you can see deals Damage to another creature, you can use your Reaction to place a curse on the creature that dealt the Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
For the next minute, you know that creature&#039;s exact location and the rolls from your Sixth Sense feature are doubled when you are making a contested Ability Check against the cursed creature, or an Ability Check or Saving Throw imposed by the cursed creature.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this Reaction, you can&#039;t use it again until you finish a Long Rest, unless you spend a Rite to use it again.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, choose one of the following curses to impart on the target of this feature while the duration of the curse is active:&lt;br /&gt;
*&#039;&#039;&#039;Bewilder.&#039;&#039;&#039; The first Attack the target makes on a turn has Disadvantage.&lt;br /&gt;
*&#039;&#039;&#039;Bleed.&#039;&#039;&#039; The next time the target takes Damage, it takes additional Necrotic Damage equal to twice your Intelligence Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Rust.&#039;&#039;&#039; The target loses all of its Damage Immunities, treating them instead as Damage Resistances.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Hatred ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nature hears your call when you have been wrongs. While a creature is cursed by your Spite feature, you can cast the [[Level 2#Summon Beast|Summon Beast]] Spell as an Action without expending a Spell Slot or Material Components. When you cast the Spell in this way, the Spell does not require Concentration, and the Beast is summoned in an unoccupied space within 30ft of the cursed target.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you cast the Spell in this way, you can choose to cast it at a higher Level. If you do, you must expend a Spell Slot of the Level the Spell was cast at.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coven ====&lt;br /&gt;
&#039;&#039;10th Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Trust is built through actions, there is great power in being bound to others. As an Action, you can choose a willing creature and bond to it. this bond lasts until that creature finishes a Long Rest. Whenever you cast a Spell, you can choose a creature that you have bonded to. When you do, that creature can use its Reaction to cast the Spell instead. When the creature does this, you expend the Spell Slot required to cast the Spell, but the Spell is cast from that creatures space as if that creature had cast the Spell. If the Spell requires Concentration, that creature Concentrates on the Spell. Additionally, that creature uses your Spellcasting Ability, Spell Attack Bonus, Spellcasting Ability Modifier, and Spell Save Dc for this Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, You can spend At the end of this ritual, you spend 10 Rites, 10 Hit Dice, and 10 hours performing a ritual. At the end of this Ritual, you immediately cast the [[Level 5#Awaken|Awaken]] Spell without requiring Components or expending a Spell Slot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hag&#039;s Hold ====&lt;br /&gt;
&#039;&#039;14th Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may call upon more unusual friends. You can cast any Spell with the word &amp;quot;Summon&amp;quot; in its name at 6th Level as an Action. Once you do so, you can&#039;t do so again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you would make an Attack against a creature under the effects of a curse you have placed on it, such as the [[Level 1#Hex|Hex]] Spell or your Spite feature, you can spend 2 Rites to gain Advantage on that Attack. You can also spend 2 Rites to deal double the Damage of the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maven of the Brightened Spirit ==&lt;br /&gt;
Bringers of hope and renewal, the Mavens of the Brightened Spirit help lighten the darkest of times. Although all seekers tend towards darkness to hide their movements, Seekers that follow this Mavenhood focus on supporting the group. In this Mavenhood, many seekers gain their power and divine the future through seeing visions in a burning fire or by attaining a meditative state through energetic activities such as repetitive dances or deep breathing.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maven Spells ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maven Spells&lt;br /&gt;
|-&lt;br /&gt;
! Seeker Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| Cantrip || [[Cantrips#Burning Radiance|Burning Radiance]]&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Bless|Bless]], [[Level 1#Ceremony|Ceremony]], [[Level 1#Healing Word|Healing Word]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 2#Aid|Aid]], [[Level 2#Calm Emotions|Calm Emotions]], [[Level 2#Healing Spirit|Healing Spirit]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 3#Daylight|Daylight]], [[Level 3#Mass Healing Word|Mass Healing Word]], [[Level 3#Revivify|Revivify Revivify]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || [[Level 4#Aura of Life|Aura of Life]], [[Level 4#Guardian of Faith|Guardian of Faith]], [[Level 4#Life Spring|Life Spring]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 5#Dawn|Dawn]], [[Level 5#Greater Restoration|Greater Restoration]], [[Level 5#Hallow|Hallow]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fervor ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]].&amp;lt;br&amp;gt;&lt;br /&gt;
Also you gain Proficiency in Medicine and Religion&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 6th Level in this class, you gain Expertise in Medicine and Religion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit of Holy Light ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are blessed with a beneficent spirit. When you cast the [[Level 2#Healing Spirit|Healing Spirit]] Spell in any way, it gains the following benefits:&lt;br /&gt;
*The spirit takes on your likeness.&lt;br /&gt;
*This Spell doesn&#039;t require Concentration.&lt;br /&gt;
*When you restore Hit Points to a creature, choose one Skill and one Saving Throw, that creature has Advantage on that Skill and Saving Throw until you restore Hit Points with the Spell again.&lt;br /&gt;
*Creatures of your choice within 10ft of the Spirit do not gain the benefits Advantage on Attacks or Ability Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blind Faith ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you roll a 1 on a d6 granted by your Sixth Sense feature, you reroll that die and must use the new roll. When you do so, you a burst of light choosing any number of creatures within 10ft of you. These creatures make a Constitution Saving Throw against your Spell Save DC. On failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Seeker&amp;diff=3471</id>
		<title>Seeker</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Seeker&amp;diff=3471"/>
		<updated>2023-01-07T03:08:30Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Class Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Seeker =&lt;br /&gt;
Under the cover of darkness, her picks dance through the lock in the blink of an eye with fingers deft from a prior enchantment. &#039;Only your light can snuff out the dark&#039; were the words that brought her here, guided by her dreams. Recognizing and avoiding the pressure plate immediately behind the door was easier than she thought, infiltrating the manor was the hard part, but she did her best work in the shadows. Sorcery bars the last door between the woman and her prey; a quick word and a gesture and the heretic&#039;s barrier spell is ravaged. The burnt bones and stars had shown her his home. The words that guided her blade ringed clearly in her head as she crept towards the heretic&#039;s sleeping form. Her knife pulsed with energy, poised high above the false prophet, the spell of silence would handle her next problem.&amp;lt;br&amp;gt;&lt;br /&gt;
A dream stirs the elf to waken, &amp;quot;a storm is coming and our quarry’s tracks will be lost&amp;quot; they announce as the hint of clouds begin to form in the east. The group grumbles as they begin to break camp, but know better than to question the visions of their elf companion.&amp;lt;br&amp;gt;&lt;br /&gt;
Having built a barricade, the bloodied warrior catches their breath while the harried priest tends to the unconscious mage, the fourth adventurer, as battered as he is, pulls out his teapot. &amp;quot;Is this really the time for that?&amp;quot; the warrior says, a slight tremble to their voice. Lighting a fire, the seeker doesn&#039;t look up as he continues to rummage in his bag, &amp;quot;if you prefer to get out of this in one piece, then just keep them at bay, this brew will fix everything.&amp;quot; The tea leaves glow with a brilliant green light as the water comes to a boil. A smirk comes across the seeker’s face &amp;quot;I just wish we could see the look on their faces&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
To be a seeker is to be on a mission given out by a higher being. Maybe a highling appears in visions or the seeker is able to hear the whispers of a dar aberration, seekers follow a divine path. Although a seeker&#039;s mission varies, most commonly they are looking for someone, a person of importance to their cause such as a prophet, or muse. Unlike a paladin or cleric who may follow the tenets of a way of life and lead others in that region, a seeker is given guidance by the world. Through study of subtle signs and interpretation of omens and symbols that most would miss, a seeker&#039;s path is laid before them. The tasks that seekers are given may be devoid of how to complete them, thus a seeker must be adept at gathering intelligence. Seekers care not where their information comes from, whether guidance gifted by the divine, the knowledge still held by the dead, or simply by charming those that would otherwise hoard secrets; by any means will they uncover the path laid before them.&amp;lt;br&amp;gt;&lt;br /&gt;
A seeker moves through the world with ease, adept at traveling quickly over the roughest of terrain. As such, a seeker needs to be an expert at infiltrating the toughest to reach places; they spring locks, recognize traps, and can work with the tools around them to get past the clockwork mechanisms common to this world. Not nearly to the level of an artificer&#039;s mastery over all things mechanical and crafted, but similar to their other skills, seekers use magic to make up for their lack in certain areas.&amp;lt;br&amp;gt;&lt;br /&gt;
The skills a seeker possesses are minor compared to what they have trained for. A seeker uses their body as a vessel for empowering magics, allowing their spells to change how their own form functions. Because of this training, they more often rely not on talent, but instead on the use of magic to make up what is lacking. Continuing this line of thinking, seekers often rely on others to get through difficult situations, a wise seeker is aware that they cannot handle every situation thrown their way. Seekers should be able to work well with their fellow companions to accomplish the goals set before them by their patron, as such a seeker&#039;s spells lean towards improving their gifts and the group rather than blatantly destructive magics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Seeker#Spellcasting|Spellcasting]], [[Seeker#Rites|Rites]], [[Seeker#Mavenhood|Mavenhood]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Seeker#Premonition|Premonition]], [[Seeker#Sixth Sense|Sixth Sense]] || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Seeker#Good Omen|Good Omen]], [[Seeker#Mavenhood|Mavenhood Feature]] || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || - || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Seeker#Destined Strike|Destined Strike]], [[Seeker#Maven Expertise|Maven Expertise]] || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || [[Seeker#Ill Omen|Ill Omen]] || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || - || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Seeker#Holdfast|Holdfast]], [[Seeker#Mavenhood|Mavenhood Feature]] || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || - || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 ||  - || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Seeker#Mavenhood|Mavenhood Feature]] || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || - || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || - || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Seeker#Endless Pursuit|Endless Pursuit]] || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Seeker#Divine Vision|Divine Vision]] || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d8 per Seeker Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 8 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d8 (or 5) + your Constitution Modifier per Seeker Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Light Armor]] and [[Armor and Weapons#Shields|Shields]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Simple Weapons|Simple Weapons]], [[Armor and Weapons#Simple Ranged Weapons|Hand Crossbows]], [[Armor and Weapons#Simple Ranged Weapons|Longbows]], [[Armor and Weapons#Simple Melee Weapons|Longswords]], [[Armor and Weapons#Simple Melee Weapons|Rapiers]], and [[Armor and Weapons#Simple Melee Weapons|Sabers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; [[Adventuring Gear#General Tools|Thieve&#039;s Tools]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Constitution and Intelligence.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Acrobatics, Arcana, Deception, History, Investigation, Religion, Perception, Persuasion, Sleight of Hand, Stealth, and Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; A [[Armor and Weapons#Simple Melee Weapons|Simple]] or [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]] with which you are Proficient with, a [[Armor and Weapons#Simple Weapons|Simple]] or [[Armor and Weapons#Martial Weapons|Martial Weapon]] with which you are Proficient with, a set of [[Armor and Weapons#Light Armor|Leather Armor]], [[Adventuring Gear#General Tools|Thieve&#039;s Tools]], an [[Equipment Packs|Equipment Pack]], and a [[Trinkets|Trinket]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
&#039;&#039;1st Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual Casting.&#039;&#039;&#039; You can cast any Prepared Spell as a Ritual if it has the Ritual tag.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; A [[Armor and Weapons#Spellcasting Focuses|Holy Symbol]] or a [[Trinkets|Trinket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; Whenever you finish a Long Rest, you prepare a number of Spells equal to half your Seeker Level + your Intelligence Modifier from the [[Seeker Spells|Seeker Spell List]]. You can cast these Spells using your Spell Slots until the end of your next Long Rest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ [[Seeker Spells|Seeker Spell List]]&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 3 || 2 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3 || 3 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 3 || 4 || 2 || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || 4 || 3 || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || 4 || 3 || 2 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 4 || 4 || 3 || 3 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 4 || 4 || 3 || 3 || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 4 || 4 || 3 || 3 || 2 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 4 || 4 || 3 || 3 || 3 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 5 || 4 || 3 || 3 || 3 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rites ====&lt;br /&gt;
&#039;&#039;1st Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You know how to manipulate magic methodically and carefully. You have a number of Rites equal to your Seeker Level. You can use these Rites to cast Seeker Spells as a Ritual, but only adding 1 minute to the Casting Time instead of 10 minutes. You can cast the following Spells in this way:&lt;br /&gt;
*A Prepared Seeker Spell of 5th Level or lower.&lt;br /&gt;
*An Unprepared Seeker Spell of 5th Level or lower with the Ritual Tag.&lt;br /&gt;
*An Unprepared Seeker Spell of 5th Level or lower with a Casting Time of at least 1 Minute.&lt;br /&gt;
When you cast a Spell using Rites, you can cast the Spell at higher Levels, and you spend 1 Rite if the Spell is cast at 1st or 2nd Level, 2 Rites if the Spell is cast at 3rd or 4th Level, and 3 Rites if the Spell is cast at 5th Level. At the end of a Long Rest, you regain all expended Rites.&amp;lt;br&amp;gt;&lt;br /&gt;
While casting a Spell using Rites, you can continue the casting of the Spell as a Bonus Action rather than as an Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mavenhood ====&lt;br /&gt;
&#039;&#039;1st, 3rd, 10th, and 14th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the Mavenhoods in the table below that relates to the way you best serve the Three and the skills you use to do so.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Premonition ====&lt;br /&gt;
&#039;&#039;2nd Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection with the divine allows you brief clarity to evade detection or find what others might miss. You can take the Hide, Search, or Recall Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sixth Sense ====&lt;br /&gt;
&#039;&#039;2nd Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend a Rite and enter a state of heightened awareness. while in this state, you add a d6 to all Ability Checks and Saving Throws you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Good Omen ====&lt;br /&gt;
&#039;&#039;3rd Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may guide others by studying subtle signs in the Weave. when a creature that can see or hear you fails an Ability Check or Saving Throw, you can use your Reaction to speak a special fortune of Good Omen to that creature, causing it to reroll the Check or Save.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this Reaction, you can&#039;t use it again until you finish a Long Rest or spend a Rite.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 12th, 16th, and 19th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Destined Strike ====&lt;br /&gt;
&#039;&#039;6th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When using your seeker powers, you feel as if your hand is guided to better defeat your foes. After you cast a Cantrip, if you have spent a Rite within the last minute, you can either roll one of the Cantrips Damage Dice adding it to the Damage of the Cantrip, or make a single Weapon Attack as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ill Omen ====&lt;br /&gt;
&#039;&#039;7th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your foretelling of harm lets you reduce your injuries. When an Attacker that you can see hits you with an Attack, you can use your Reaction to spend one Rite to halve the Attack&#039;s damage against you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hold Fast ====&lt;br /&gt;
&#039;&#039;10th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ve trained your body to withstand certain effects. When an effect would force you to make a Constitution Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Endless Pursuit ====&lt;br /&gt;
&#039;&#039;18th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic suffuses your every step. You cannot be [[Conditions#Slowed|Slowed]]. By spending 5ft of movement, you can automatically escape being Grappled.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you pass beyond this mortal veil and die, you are brought back from death with 1 Hit Point. Once this happens, you must finish 1d8 Long Rests before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Vision ====&lt;br /&gt;
&#039;&#039;20th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are able to forsee how best to serve your deity by choosing a blessing. Choose from one of the following blessings to benefit from:&lt;br /&gt;
*&#039;&#039;&#039;Dragon&#039;s Brawn.&#039;&#039;&#039; You have Advantage on any Strength Checks and Saving Throws you make. You also cannot be knocked [[Conditions#Prone|Prone]] ness you choose to be, you cannot be disarmed and deal an additional 1d4 Damage on any Attack you make.&lt;br /&gt;
*&#039;&#039;&#039;Fey&#039;s Grace.&#039;&#039;&#039; You have Advantage on any Dexterity Checks and Saving Throws you make. Your Speed also increases by 10ft and you take no Damage from falling.&lt;br /&gt;
*&#039;&#039;&#039;Elder One&#039;s Endurance.&#039;&#039;&#039; You have Advantage on all Constitution Checks and Saving Throws you make. You also gain 30 Temporary Hit Points.&lt;br /&gt;
*&#039;&#039;&#039;Lich&#039;s Cunning.&#039;&#039;&#039; You have Advantage on all Intelligence Checks and Saving Throws you make. You also gain Immunity to Psychic and Force Damage.&lt;br /&gt;
*&#039;&#039;&#039;Angel&#039;s Insight.&#039;&#039;&#039; You have Advantage on all Wisdom Checks and Saving Throw you make. You also gain Truesight out to a Range of 60ft.&lt;br /&gt;
*&#039;&#039;&#039;Devil&#039;s Charm.&#039;&#039;&#039; You have Advantage on all Charisma Checks or Saving Throws you make. Also you ignore the Verbal and Somatic Components of your Seeker Spells.&lt;br /&gt;
Whenever you spend a Rite or finish a Long Rest, you can choose to begin benefiting from a different blessing. When you do so, you stop gaining the benefits from the previous blessing.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mavenhoods =&lt;br /&gt;
== Maven of the All Seeing Eye ==&lt;br /&gt;
All Seeing Eye seekers see the world for how it truly is, beyond what most can visualize. Common among this Mavenhood are strange, discomforting eyes which they use to visualize auras, look into crystal balls, and see patterns in burned incense to tell fortunes and read omens.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maven Spells ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maven Spells&lt;br /&gt;
|-&lt;br /&gt;
! Seeker Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| Cantrip || [[Cantrips#Guidance|Guidance]]&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Detect Magic|Detect Magic]], [[Level 1#Faerie Fire|Faerie Fire]], [[Level 1#Guiding Bolt|Guiding Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 2#Augury|Augury]], [[Level 2#Darkvision|Darkvision]], [[Level 2#See Invisibility|See Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 3#Blink|Blink]], [[Level 3#Clairvoyance|Clairvoyance]], [[Level 3#Remove Curse|Remove Curse]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || [[Level 4#Arcane Eye|Arcane Eye]], [[Level 4#Divination|Divination]], [[Level 4#Locate Creature|Locate Creature]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 5#Commune|Commune]], [[Level 5#Scrying|Scrying]], [[Level 5#Legend Lore|Legend Lore]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Third Eye ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on Ability Checks made to find hidden traps and doors.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain Proficiency in Perception and Investigation.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 6th Level in this class, you gain Expertise in Perception and Investigation.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sight For Sore Eyes ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can touch a willing creature that is [[Conditions#Blinded|Blinded]], and end that Condition.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wandering Eye ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
By either spending 1 minute focusing or as an Action while casting a Spell using Rites, you place a hand on an object or surface and create a single eye on the other side of the object or surface. When you create this eye, and as an Action on subsequent turns, you can see through the eye, but while you do this you are [[Conditions#Blinded|Blinded]] and [[Conditions#Deafened|Deafened]] to your own senses. The eye can only see creatures and objects within 30ft of it.&amp;lt;br&amp;gt;&lt;br /&gt;
Certain materials are more difficult to create an through than others, this eye is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Sight ====&lt;br /&gt;
&#039;&#039;10th Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on all Ability Checks you make that rely on sight.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, at the end of a Long Rest, you can heighten your powers of perception. When you do, choose one of the following benefits, which lasts until you finish your next Long Rest:&lt;br /&gt;
*&#039;&#039;&#039;Tremorsense.&#039;&#039;&#039; You gain Tremorsense out to a Range of 60ft.&lt;br /&gt;
*&#039;&#039;&#039;Truesight.&#039;&#039;&#039; You gain Truesight out to a Range of 15ft.&lt;br /&gt;
*&#039;&#039;&#039;Devil&#039;s Sight.&#039;&#039;&#039; You can see normally in mundane and magical Darkness and Dim Light out to a Range of 30ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sight Beyond Sight ====&lt;br /&gt;
&#039;&#039;14th Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Truesight out to 60ft. When you cast [[Divination]] Spells that allow you to see other places, or other similar effects, such as the [[Level 5#Scrying|Scrying]] or [[Level 3#Clairvoyance|Clairvoyance]] Spells, or your Wandering Eye feature, your sensor has this Truesight, as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cold Reading ====&lt;br /&gt;
&#039;&#039;14th Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Actin, you can visualize a creature&#039;s aura, determining its general state of health: Healthy (at Maximum Hit Points), Harmed (below Maximum Hit Points), Bloodied (below 1/2 Maximum Hit Points), Critical (below 1/10 Maximum Hit Points) At Death&#039;s Door (at 1 Hit Point). When you visualize a creature&#039;s aura in this way, you also learn one piece of information that the DM chooses, some examples of which are:&lt;br /&gt;
*If the target is cursed and the nature of that curse.&lt;br /&gt;
*Which of the target&#039;s Ability Scores and Saving Throw Bonus is higher and which is lowest.&lt;br /&gt;
*The highest Level Spell Slot available to the target.&lt;br /&gt;
*A fear, secret, or major motivation that creature has.&lt;br /&gt;
*If the target would be friendly, hostile, or neutral to you if you greeted them in a common fashion.&lt;br /&gt;
You can visualize a creature&#039;s aura in this way a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest, and you can only target a creature with this feature once, before needing to take a Long Rest to target it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maven of the Bitter Heart ==&lt;br /&gt;
Most often mistaken for witches, due to their penchant for curses and animal companions. Seekers within this Mavenhood use their summoned companions to predict the future such as by staring into their eyes or listening to the chirps and chittering.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maven Spells ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maven Spells&lt;br /&gt;
|-&lt;br /&gt;
! Seeker Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| Cantrip || [[Cantrips#Sapping Sting|Sapping Sting]]&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Animal Friendship|Animal Friendship]], [[Level 1#Find Familiar|Find Familiar]], [[Level 1#Hex|Hex]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 2#Beast Sense|Beast Sense]], [[Level 2#Blindness/Deafness|Blindness/Deafness]], [[Level 2#Locate Animals or Plants|Locate Animals or Plants]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 3#Alone|Alone]], [[Level 3#Bestow Curse|Bestow Curse]], [[Level 3#Speak with Animals|Speak with Animals]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || [[Level 4#Charm Monster|Charm Monster]], [[Level 4#Phantasmal Killer|Phantasmal Killer]], [[Level 4#Shadow of Moil|Shadow of Moil]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 5#Commune with Nature|Commune with Nature]], [[Level 5#Contagion|Contagion]], [[Level 5#Insect Plague|Insect Plague]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Heartbeats ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in Animal Handling and two of the following Skills of your choice: Arcana, Medicine, or Nature.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 6th Level in this class, you gain Expertise in Animal Handling and the Skills you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spite ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Woe to those that harm you or yours. When a creature that you can see deals Damage to another creature, you can use your Reaction to place a curse on the creature that dealt the Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
For the next minute, you know that creature&#039;s exact location and the rolls from your Sixth Sense feature are doubled when you are making a contested Ability Check against the cursed creature, or an Ability Check or Saving Throw imposed by the cursed creature.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this Reaction, you can&#039;t use it again until you finish a Long Rest, unless you spend a Rite to use it again.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, choose one of the following curses to impart on the target of this feature while the duration of the curse is active:&lt;br /&gt;
*&#039;&#039;&#039;Bewilder.&#039;&#039;&#039; The first Attack the target makes on a turn has Disadvantage.&lt;br /&gt;
*&#039;&#039;&#039;Bleed.&#039;&#039;&#039; The next time the target takes Damage, it takes additional Necrotic Damage equal to twice your Intelligence Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Rust.&#039;&#039;&#039; The target loses all of its Damage Immunities, treating them instead as Damage Resistances.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Hatred ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nature hears your call when you have been wrongs. While a creature is cursed by your Spite feature, you can cast the [[Level 2#Summon Beast|Summon Beast]] Spell as an Action without expending a Spell Slot or Material Components. When you cast the Spell in this way, the Spell does not require Concentration, and the Beast is summoned in an unoccupied space within 30ft of the cursed target.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you cast the Spell in this way, you can choose to cast it at a higher Level. If you do, you must expend a Spell Slot of the Level the Spell was cast at.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coven ====&lt;br /&gt;
&#039;&#039;10th Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Trust is built through actions, there is great power in being bound to others. As an Action, you can choose a willing creature and bond to it. this bond lasts until that creature finishes a Long Rest. Whenever you cast a Spell, you can choose a creature that you have bonded to. When you do, that creature can use its Reaction to cast the Spell instead. When the creature does this, you expend the Spell Slot required to cast the Spell, but the Spell is cast from that creatures space as if that creature had cast the Spell. If the Spell requires Concentration, that creature Concentrates on the Spell. Additionally, that creature uses your Spellcasting Ability, Spell Attack Bonus, Spellcasting Ability Modifier, and Spell Save Dc for this Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, You can spend At the end of this ritual, you spend 10 Rites, 10 Hit Dice, and 10 hours performing a ritual. At the end of this Ritual, you immediately cast the [[Level 5#Awaken|Awaken]] Spell without requiring Components or expending a Spell Slot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hag&#039;s Hold ====&lt;br /&gt;
&#039;&#039;14th Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may call upon more unusual friends. You can cast any Spell with the word &amp;quot;Summon&amp;quot; in its name at 6th Level as an Action. Once you do so, you can&#039;t do so again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you would make an Attack against a creature under the effects of a curse you have placed on it, such as the [[Level 1#Hex|Hex]] Spell or your Spite feature, you can spend 2 Rites to gain Advantage on that Attack. You can also spend 2 Rites to deal double the Damage of the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maven of the Brightened Spirit ==&lt;br /&gt;
Bringers of hope and renewal, the Mavens of the Brightened Spirit help lighten the darkest of times. Although all seekers tend towards darkness to hide their movements, Seekers that follow this Mavenhood focus on supporting the group. In this Mavenhood, many seekers gain their power and divine the future through seeing visions in a burning fire or by attaining a meditative state through energetic activities such as repetitive dances or deep breathing.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maven Spells ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maven Spells&lt;br /&gt;
|-&lt;br /&gt;
! Seeker Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| Cantrip || [[Cantrips#Burning Radiance|Burning Radiance]]&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Bless|Bless]], [[Level 1#Ceremony|Ceremony]], [[Level 1#Healing Word|Healing Word]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 2#Aid|Aid]], [[Level 2#Calm Emotions|Calm Emotions]], [[Level 2#Healing Spirit|Healing Spirit]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 3#Daylight|Daylight]], [[Level 3#Mass Healing Word|Mass Healing Word]], [[Level 3#Revivify|Revivify Revivify]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || [[Level 4#Aura of Life|Aura of Life]], [[Level 4#Guardian of Faith|Guardian of Faith]], [[Level 4#Life Spring|Life Spring]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 5#Dawn|Dawn]], [[Level 5#Greater Restoration|Greater Restoration]], [[Level 5#Hallow|Hallow]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fervor ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]].&amp;lt;br&amp;gt;&lt;br /&gt;
Also you gain Proficiency in Medicine and Religion&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 6th Level in this class, you gain Expertise in Medicine and Religion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit of Holy Light ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are blessed with a beneficent spirit. When you cast the [[Level 2#Healing Spirit|Healing Spirit]] Spell in any way, it gains the following benefits:&lt;br /&gt;
*The spirit takes on your likeness.&lt;br /&gt;
*This Spell doesn&#039;t require Concentration.&lt;br /&gt;
*When you restore Hit Points to a creature, choose one Skill and one Saving Throw, that creature has Advantage on that Skill and Saving Throw until you restore Hit Points with the Spell again.&lt;br /&gt;
*Creatures of your choice within 10ft of the Spirit do not gain the benefits Advantage on Attacks or Ability Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blind Faith ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you roll a 1 on a d6 granted by your Sixth Sense feature, you reroll that die and must use the new roll. When you do so, you a burst of light choosing any number of creatures within 10ft of you. These creatures make a Constitution Saving Throw against your Spell Save DC. On failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Seeker&amp;diff=3470</id>
		<title>Seeker</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Seeker&amp;diff=3470"/>
		<updated>2023-01-07T03:07:52Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Class Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Seeker =&lt;br /&gt;
Under the cover of darkness, her picks dance through the lock in the blink of an eye with fingers deft from a prior enchantment. &#039;Only your light can snuff out the dark&#039; were the words that brought her here, guided by her dreams. Recognizing and avoiding the pressure plate immediately behind the door was easier than she thought, infiltrating the manor was the hard part, but she did her best work in the shadows. Sorcery bars the last door between the woman and her prey; a quick word and a gesture and the heretic&#039;s barrier spell is ravaged. The burnt bones and stars had shown her his home. The words that guided her blade ringed clearly in her head as she crept towards the heretic&#039;s sleeping form. Her knife pulsed with energy, poised high above the false prophet, the spell of silence would handle her next problem.&amp;lt;br&amp;gt;&lt;br /&gt;
A dream stirs the elf to waken, &amp;quot;a storm is coming and our quarry’s tracks will be lost&amp;quot; they announce as the hint of clouds begin to form in the east. The group grumbles as they begin to break camp, but know better than to question the visions of their elf companion.&amp;lt;br&amp;gt;&lt;br /&gt;
Having built a barricade, the bloodied warrior catches their breath while the harried priest tends to the unconscious mage, the fourth adventurer, as battered as he is, pulls out his teapot. &amp;quot;Is this really the time for that?&amp;quot; the warrior says, a slight tremble to their voice. Lighting a fire, the seeker doesn&#039;t look up as he continues to rummage in his bag, &amp;quot;if you prefer to get out of this in one piece, then just keep them at bay, this brew will fix everything.&amp;quot; The tea leaves glow with a brilliant green light as the water comes to a boil. A smirk comes across the seeker’s face &amp;quot;I just wish we could see the look on their faces&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
To be a seeker is to be on a mission given out by a higher being. Maybe a highling appears in visions or the seeker is able to hear the whispers of a dar aberration, seekers follow a divine path. Although a seeker&#039;s mission varies, most commonly they are looking for someone, a person of importance to their cause such as a prophet, or muse. Unlike a paladin or cleric who may follow the tenets of a way of life and lead others in that region, a seeker is given guidance by the world. Through study of subtle signs and interpretation of omens and symbols that most would miss, a seeker&#039;s path is laid before them. The tasks that seekers are given may be devoid of how to complete them, thus a seeker must be adept at gathering intelligence. Seekers care not where their information comes from, whether guidance gifted by the divine, the knowledge still held by the dead, or simply by charming those that would otherwise hoard secrets; by any means will they uncover the path laid before them.&amp;lt;br&amp;gt;&lt;br /&gt;
A seeker moves through the world with ease, adept at traveling quickly over the roughest of terrain. As such, a seeker needs to be an expert at infiltrating the toughest to reach places; they spring locks, recognize traps, and can work with the tools around them to get past the clockwork mechanisms common to this world. Not nearly to the level of an artificer&#039;s mastery over all things mechanical and crafted, but similar to their other skills, seekers use magic to make up for their lack in certain areas.&amp;lt;br&amp;gt;&lt;br /&gt;
The skills a seeker possesses are minor compared to what they have trained for. A seeker uses their body as a vessel for empowering magics, allowing their spells to change how their own form functions. Because of this training, they more often rely not on talent, but instead on the use of magic to make up what is lacking. Continuing this line of thinking, seekers often rely on others to get through difficult situations, a wise seeker is aware that they cannot handle every situation thrown their way. Seekers should be able to work well with their fellow companions to accomplish the goals set before them by their patron, as such a seeker&#039;s spells lean towards improving their gifts and the group rather than blatantly destructive magics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Seeker#Spellcasting|Spellcasting]], [[Seeker#Rites|Rites]], [[Seeker#Mavenhood|Mavenhood]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Seeker#Premonition|Premonition]], [[Seeker#Sixth Sense|Sixth Sense]] || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Seeker#Good Omen|Good Omen]], [[Seeker#Mavenhood|Mavenhood Feature]] || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || - || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Seeker#Destined Strike|Destined Strike]], [[Seeker#Maven Expertise|Maven Expertise]] || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || [[Seeker#Ill Omen|Ill Omen]] || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || - || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Seeker#Holdfast|Holdfast]], [[Seeker#Mavenhood|Mavenhood Feature]] || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || - || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 ||  - || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Seeker#Mavenhood|Mavenhood Feature]] || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || - || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || - || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Seeker#Endless Pursuit|Endless Pursuit]] || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Seeker#Ability Score Improvements|Ability Score Improvement]] || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Seeker#Divine Vision|Divine Vision]] || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d8 per Seeker Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 8 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d8 (or 5) + your Constitution Modifier per Seeker Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Light Armor]] and [[Armor and Weapons#Shields|Shields]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Simple Weapons|Simple Weapons]], [[Armor and Weapons#Simple Ranged Weapons|Hand Crossbows]], [[Armor and Weapons#Simple Ranged Weapons|Longbows]], [[Armor and Weapons#Simple Melee Weapons|Longswords]], [[Armor and Weapons#Simple Melee Weapons|Rapiers]], and [[Armor and Weapons#Simple Melee Weapons|Sabers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; [[Adventuring Gear#General Tools|Thieve&#039;s Tools]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Constitution and Intelligence.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from History, Insight, Medicine, Persuasion, and Religion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; A [[Armor and Weapons#Simple Melee Weapons|Simple]] or [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]] with which you are Proficient with, a [[Armor and Weapons#Simple Weapons|Simple]] or [[Armor and Weapons#Martial Weapons|Martial Weapon]] with which you are Proficient with, a set of [[Armor and Weapons#Light Armor|Leather Armor]], [[Adventuring Gear#General Tools|Thieve&#039;s Tools]], an [[Equipment Packs|Equipment Pack]], and a [[Trinkets|Trinket]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
&#039;&#039;1st Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual Casting.&#039;&#039;&#039; You can cast any Prepared Spell as a Ritual if it has the Ritual tag.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; A [[Armor and Weapons#Spellcasting Focuses|Holy Symbol]] or a [[Trinkets|Trinket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; Whenever you finish a Long Rest, you prepare a number of Spells equal to half your Seeker Level + your Intelligence Modifier from the [[Seeker Spells|Seeker Spell List]]. You can cast these Spells using your Spell Slots until the end of your next Long Rest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ [[Seeker Spells|Seeker Spell List]]&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 3 || 2 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3 || 3 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 3 || 4 || 2 || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || 4 || 3 || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || 4 || 3 || 2 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 4 || 4 || 3 || 3 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 4 || 4 || 3 || 3 || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 4 || 4 || 3 || 3 || 2 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 4 || 4 || 3 || 3 || 3 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 5 || 4 || 3 || 3 || 3 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rites ====&lt;br /&gt;
&#039;&#039;1st Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You know how to manipulate magic methodically and carefully. You have a number of Rites equal to your Seeker Level. You can use these Rites to cast Seeker Spells as a Ritual, but only adding 1 minute to the Casting Time instead of 10 minutes. You can cast the following Spells in this way:&lt;br /&gt;
*A Prepared Seeker Spell of 5th Level or lower.&lt;br /&gt;
*An Unprepared Seeker Spell of 5th Level or lower with the Ritual Tag.&lt;br /&gt;
*An Unprepared Seeker Spell of 5th Level or lower with a Casting Time of at least 1 Minute.&lt;br /&gt;
When you cast a Spell using Rites, you can cast the Spell at higher Levels, and you spend 1 Rite if the Spell is cast at 1st or 2nd Level, 2 Rites if the Spell is cast at 3rd or 4th Level, and 3 Rites if the Spell is cast at 5th Level. At the end of a Long Rest, you regain all expended Rites.&amp;lt;br&amp;gt;&lt;br /&gt;
While casting a Spell using Rites, you can continue the casting of the Spell as a Bonus Action rather than as an Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mavenhood ====&lt;br /&gt;
&#039;&#039;1st, 3rd, 10th, and 14th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the Mavenhoods in the table below that relates to the way you best serve the Three and the skills you use to do so.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Premonition ====&lt;br /&gt;
&#039;&#039;2nd Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection with the divine allows you brief clarity to evade detection or find what others might miss. You can take the Hide, Search, or Recall Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sixth Sense ====&lt;br /&gt;
&#039;&#039;2nd Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend a Rite and enter a state of heightened awareness. while in this state, you add a d6 to all Ability Checks and Saving Throws you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Good Omen ====&lt;br /&gt;
&#039;&#039;3rd Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may guide others by studying subtle signs in the Weave. when a creature that can see or hear you fails an Ability Check or Saving Throw, you can use your Reaction to speak a special fortune of Good Omen to that creature, causing it to reroll the Check or Save.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this Reaction, you can&#039;t use it again until you finish a Long Rest or spend a Rite.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 12th, 16th, and 19th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Destined Strike ====&lt;br /&gt;
&#039;&#039;6th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When using your seeker powers, you feel as if your hand is guided to better defeat your foes. After you cast a Cantrip, if you have spent a Rite within the last minute, you can either roll one of the Cantrips Damage Dice adding it to the Damage of the Cantrip, or make a single Weapon Attack as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ill Omen ====&lt;br /&gt;
&#039;&#039;7th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your foretelling of harm lets you reduce your injuries. When an Attacker that you can see hits you with an Attack, you can use your Reaction to spend one Rite to halve the Attack&#039;s damage against you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hold Fast ====&lt;br /&gt;
&#039;&#039;10th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ve trained your body to withstand certain effects. When an effect would force you to make a Constitution Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Endless Pursuit ====&lt;br /&gt;
&#039;&#039;18th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic suffuses your every step. You cannot be [[Conditions#Slowed|Slowed]]. By spending 5ft of movement, you can automatically escape being Grappled.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you pass beyond this mortal veil and die, you are brought back from death with 1 Hit Point. Once this happens, you must finish 1d8 Long Rests before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Vision ====&lt;br /&gt;
&#039;&#039;20th Level Seeker Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are able to forsee how best to serve your deity by choosing a blessing. Choose from one of the following blessings to benefit from:&lt;br /&gt;
*&#039;&#039;&#039;Dragon&#039;s Brawn.&#039;&#039;&#039; You have Advantage on any Strength Checks and Saving Throws you make. You also cannot be knocked [[Conditions#Prone|Prone]] ness you choose to be, you cannot be disarmed and deal an additional 1d4 Damage on any Attack you make.&lt;br /&gt;
*&#039;&#039;&#039;Fey&#039;s Grace.&#039;&#039;&#039; You have Advantage on any Dexterity Checks and Saving Throws you make. Your Speed also increases by 10ft and you take no Damage from falling.&lt;br /&gt;
*&#039;&#039;&#039;Elder One&#039;s Endurance.&#039;&#039;&#039; You have Advantage on all Constitution Checks and Saving Throws you make. You also gain 30 Temporary Hit Points.&lt;br /&gt;
*&#039;&#039;&#039;Lich&#039;s Cunning.&#039;&#039;&#039; You have Advantage on all Intelligence Checks and Saving Throws you make. You also gain Immunity to Psychic and Force Damage.&lt;br /&gt;
*&#039;&#039;&#039;Angel&#039;s Insight.&#039;&#039;&#039; You have Advantage on all Wisdom Checks and Saving Throw you make. You also gain Truesight out to a Range of 60ft.&lt;br /&gt;
*&#039;&#039;&#039;Devil&#039;s Charm.&#039;&#039;&#039; You have Advantage on all Charisma Checks or Saving Throws you make. Also you ignore the Verbal and Somatic Components of your Seeker Spells.&lt;br /&gt;
Whenever you spend a Rite or finish a Long Rest, you can choose to begin benefiting from a different blessing. When you do so, you stop gaining the benefits from the previous blessing.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mavenhoods =&lt;br /&gt;
== Maven of the All Seeing Eye ==&lt;br /&gt;
All Seeing Eye seekers see the world for how it truly is, beyond what most can visualize. Common among this Mavenhood are strange, discomforting eyes which they use to visualize auras, look into crystal balls, and see patterns in burned incense to tell fortunes and read omens.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maven Spells ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maven Spells&lt;br /&gt;
|-&lt;br /&gt;
! Seeker Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| Cantrip || [[Cantrips#Guidance|Guidance]]&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Detect Magic|Detect Magic]], [[Level 1#Faerie Fire|Faerie Fire]], [[Level 1#Guiding Bolt|Guiding Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 2#Augury|Augury]], [[Level 2#Darkvision|Darkvision]], [[Level 2#See Invisibility|See Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 3#Blink|Blink]], [[Level 3#Clairvoyance|Clairvoyance]], [[Level 3#Remove Curse|Remove Curse]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || [[Level 4#Arcane Eye|Arcane Eye]], [[Level 4#Divination|Divination]], [[Level 4#Locate Creature|Locate Creature]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 5#Commune|Commune]], [[Level 5#Scrying|Scrying]], [[Level 5#Legend Lore|Legend Lore]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Third Eye ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on Ability Checks made to find hidden traps and doors.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain Proficiency in Perception and Investigation.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 6th Level in this class, you gain Expertise in Perception and Investigation.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sight For Sore Eyes ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can touch a willing creature that is [[Conditions#Blinded|Blinded]], and end that Condition.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wandering Eye ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
By either spending 1 minute focusing or as an Action while casting a Spell using Rites, you place a hand on an object or surface and create a single eye on the other side of the object or surface. When you create this eye, and as an Action on subsequent turns, you can see through the eye, but while you do this you are [[Conditions#Blinded|Blinded]] and [[Conditions#Deafened|Deafened]] to your own senses. The eye can only see creatures and objects within 30ft of it.&amp;lt;br&amp;gt;&lt;br /&gt;
Certain materials are more difficult to create an through than others, this eye is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Sight ====&lt;br /&gt;
&#039;&#039;10th Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on all Ability Checks you make that rely on sight.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, at the end of a Long Rest, you can heighten your powers of perception. When you do, choose one of the following benefits, which lasts until you finish your next Long Rest:&lt;br /&gt;
*&#039;&#039;&#039;Tremorsense.&#039;&#039;&#039; You gain Tremorsense out to a Range of 60ft.&lt;br /&gt;
*&#039;&#039;&#039;Truesight.&#039;&#039;&#039; You gain Truesight out to a Range of 15ft.&lt;br /&gt;
*&#039;&#039;&#039;Devil&#039;s Sight.&#039;&#039;&#039; You can see normally in mundane and magical Darkness and Dim Light out to a Range of 30ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sight Beyond Sight ====&lt;br /&gt;
&#039;&#039;14th Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Truesight out to 60ft. When you cast [[Divination]] Spells that allow you to see other places, or other similar effects, such as the [[Level 5#Scrying|Scrying]] or [[Level 3#Clairvoyance|Clairvoyance]] Spells, or your Wandering Eye feature, your sensor has this Truesight, as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cold Reading ====&lt;br /&gt;
&#039;&#039;14th Level Maven of the All Seeing Eye Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Actin, you can visualize a creature&#039;s aura, determining its general state of health: Healthy (at Maximum Hit Points), Harmed (below Maximum Hit Points), Bloodied (below 1/2 Maximum Hit Points), Critical (below 1/10 Maximum Hit Points) At Death&#039;s Door (at 1 Hit Point). When you visualize a creature&#039;s aura in this way, you also learn one piece of information that the DM chooses, some examples of which are:&lt;br /&gt;
*If the target is cursed and the nature of that curse.&lt;br /&gt;
*Which of the target&#039;s Ability Scores and Saving Throw Bonus is higher and which is lowest.&lt;br /&gt;
*The highest Level Spell Slot available to the target.&lt;br /&gt;
*A fear, secret, or major motivation that creature has.&lt;br /&gt;
*If the target would be friendly, hostile, or neutral to you if you greeted them in a common fashion.&lt;br /&gt;
You can visualize a creature&#039;s aura in this way a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest, and you can only target a creature with this feature once, before needing to take a Long Rest to target it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maven of the Bitter Heart ==&lt;br /&gt;
Most often mistaken for witches, due to their penchant for curses and animal companions. Seekers within this Mavenhood use their summoned companions to predict the future such as by staring into their eyes or listening to the chirps and chittering.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maven Spells ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maven Spells&lt;br /&gt;
|-&lt;br /&gt;
! Seeker Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| Cantrip || [[Cantrips#Sapping Sting|Sapping Sting]]&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Animal Friendship|Animal Friendship]], [[Level 1#Find Familiar|Find Familiar]], [[Level 1#Hex|Hex]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 2#Beast Sense|Beast Sense]], [[Level 2#Blindness/Deafness|Blindness/Deafness]], [[Level 2#Locate Animals or Plants|Locate Animals or Plants]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 3#Alone|Alone]], [[Level 3#Bestow Curse|Bestow Curse]], [[Level 3#Speak with Animals|Speak with Animals]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || [[Level 4#Charm Monster|Charm Monster]], [[Level 4#Phantasmal Killer|Phantasmal Killer]], [[Level 4#Shadow of Moil|Shadow of Moil]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 5#Commune with Nature|Commune with Nature]], [[Level 5#Contagion|Contagion]], [[Level 5#Insect Plague|Insect Plague]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Heartbeats ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in Animal Handling and two of the following Skills of your choice: Arcana, Medicine, or Nature.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 6th Level in this class, you gain Expertise in Animal Handling and the Skills you chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spite ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Woe to those that harm you or yours. When a creature that you can see deals Damage to another creature, you can use your Reaction to place a curse on the creature that dealt the Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
For the next minute, you know that creature&#039;s exact location and the rolls from your Sixth Sense feature are doubled when you are making a contested Ability Check against the cursed creature, or an Ability Check or Saving Throw imposed by the cursed creature.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this Reaction, you can&#039;t use it again until you finish a Long Rest, unless you spend a Rite to use it again.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, choose one of the following curses to impart on the target of this feature while the duration of the curse is active:&lt;br /&gt;
*&#039;&#039;&#039;Bewilder.&#039;&#039;&#039; The first Attack the target makes on a turn has Disadvantage.&lt;br /&gt;
*&#039;&#039;&#039;Bleed.&#039;&#039;&#039; The next time the target takes Damage, it takes additional Necrotic Damage equal to twice your Intelligence Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Rust.&#039;&#039;&#039; The target loses all of its Damage Immunities, treating them instead as Damage Resistances.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Hatred ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nature hears your call when you have been wrongs. While a creature is cursed by your Spite feature, you can cast the [[Level 2#Summon Beast|Summon Beast]] Spell as an Action without expending a Spell Slot or Material Components. When you cast the Spell in this way, the Spell does not require Concentration, and the Beast is summoned in an unoccupied space within 30ft of the cursed target.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you cast the Spell in this way, you can choose to cast it at a higher Level. If you do, you must expend a Spell Slot of the Level the Spell was cast at.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coven ====&lt;br /&gt;
&#039;&#039;10th Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Trust is built through actions, there is great power in being bound to others. As an Action, you can choose a willing creature and bond to it. this bond lasts until that creature finishes a Long Rest. Whenever you cast a Spell, you can choose a creature that you have bonded to. When you do, that creature can use its Reaction to cast the Spell instead. When the creature does this, you expend the Spell Slot required to cast the Spell, but the Spell is cast from that creatures space as if that creature had cast the Spell. If the Spell requires Concentration, that creature Concentrates on the Spell. Additionally, that creature uses your Spellcasting Ability, Spell Attack Bonus, Spellcasting Ability Modifier, and Spell Save Dc for this Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, You can spend At the end of this ritual, you spend 10 Rites, 10 Hit Dice, and 10 hours performing a ritual. At the end of this Ritual, you immediately cast the [[Level 5#Awaken|Awaken]] Spell without requiring Components or expending a Spell Slot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hag&#039;s Hold ====&lt;br /&gt;
&#039;&#039;14th Level Maven of the Bitter Heart Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may call upon more unusual friends. You can cast any Spell with the word &amp;quot;Summon&amp;quot; in its name at 6th Level as an Action. Once you do so, you can&#039;t do so again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you would make an Attack against a creature under the effects of a curse you have placed on it, such as the [[Level 1#Hex|Hex]] Spell or your Spite feature, you can spend 2 Rites to gain Advantage on that Attack. You can also spend 2 Rites to deal double the Damage of the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maven of the Brightened Spirit ==&lt;br /&gt;
Bringers of hope and renewal, the Mavens of the Brightened Spirit help lighten the darkest of times. Although all seekers tend towards darkness to hide their movements, Seekers that follow this Mavenhood focus on supporting the group. In this Mavenhood, many seekers gain their power and divine the future through seeing visions in a burning fire or by attaining a meditative state through energetic activities such as repetitive dances or deep breathing.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maven Spells ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maven Spells&lt;br /&gt;
|-&lt;br /&gt;
! Seeker Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| Cantrip || [[Cantrips#Burning Radiance|Burning Radiance]]&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Bless|Bless]], [[Level 1#Ceremony|Ceremony]], [[Level 1#Healing Word|Healing Word]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 2#Aid|Aid]], [[Level 2#Calm Emotions|Calm Emotions]], [[Level 2#Healing Spirit|Healing Spirit]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 3#Daylight|Daylight]], [[Level 3#Mass Healing Word|Mass Healing Word]], [[Level 3#Revivify|Revivify Revivify]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || [[Level 4#Aura of Life|Aura of Life]], [[Level 4#Guardian of Faith|Guardian of Faith]], [[Level 4#Life Spring|Life Spring]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 5#Dawn|Dawn]], [[Level 5#Greater Restoration|Greater Restoration]], [[Level 5#Hallow|Hallow]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fervor ====&lt;br /&gt;
&#039;&#039;1st Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]].&amp;lt;br&amp;gt;&lt;br /&gt;
Also you gain Proficiency in Medicine and Religion&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 6th Level in this class, you gain Expertise in Medicine and Religion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit of Holy Light ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are blessed with a beneficent spirit. When you cast the [[Level 2#Healing Spirit|Healing Spirit]] Spell in any way, it gains the following benefits:&lt;br /&gt;
*The spirit takes on your likeness.&lt;br /&gt;
*This Spell doesn&#039;t require Concentration.&lt;br /&gt;
*When you restore Hit Points to a creature, choose one Skill and one Saving Throw, that creature has Advantage on that Skill and Saving Throw until you restore Hit Points with the Spell again.&lt;br /&gt;
*Creatures of your choice within 10ft of the Spirit do not gain the benefits Advantage on Attacks or Ability Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blind Faith ====&lt;br /&gt;
&#039;&#039;3rd Level Maven of the Brightened Spirit Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you roll a 1 on a d6 granted by your Sixth Sense feature, you reroll that die and must use the new roll. When you do so, you a burst of light choosing any number of creatures within 10ft of you. These creatures make a Constitution Saving Throw against your Spell Save DC. On failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Warlock&amp;diff=3203</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Warlock&amp;diff=3203"/>
		<updated>2022-12-30T22:51:56Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Expanded Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Warlock =&lt;br /&gt;
With a pseudodragon curled on his shoulder, a young centaur in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.&amp;lt;br&amp;gt;&lt;br /&gt;
As flames spring to life in her hands, a wizened Kethie whispers the secret name of her demonic patron, infusing her spell with fiendish magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed gnoll chants the mystic ritual that will open a doorway to a distant world.&amp;lt;br&amp;gt;&lt;br /&gt;
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.&amp;lt;br&amp;gt;&lt;br /&gt;
A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron&#039;s behalf.&amp;lt;br&amp;gt;&lt;br /&gt;
The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.&amp;lt;br&amp;gt;&lt;br /&gt;
Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Invocations Known !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Warlock#Otherworldly Pact|Otherworldly Pact]], [[Warlock#Pact Magic|Pact Magic]], [[Warlock#Draw on Power|Draw on Power]] || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Warlock#Eldritch Invocations|Eldritch Invocations]] || 2 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Warlock#Pact Boon|Pact Boon]] || 2 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 3 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || - || 3 || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 4 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || - || 4 || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 5 || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || - || 5 || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 6 || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || [[Warlock#Mystic Arcanum (6th Level)|Mystic Arcanum (6th Level)]] || 6 || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 7 || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || [[Warlock#Mystic Arcanum (7th Level)|Mystic Arcanum (7th Level)]] || 7 || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 8 || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || [[Warlock#Mystic Arcanum (8th Level)|Mystic Arcanum (8th Level)]] || 8 || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 9 || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || [[Warlock#Mystic Arcanum (9th Level)|Mystic Arcanum (9th Level)]] || 9 || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 10 || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 10 || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Warlock#Eldritch Master|Eldritch Master]] || 11 || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d8 per Warlock Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 8 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d8 (or 5) + your Constitution Modifier per Warlock Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Wisdom and Charisma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; Two [[Armor and Weapons#Simple Weapons|Simple Weapons]], an [[Armor and Weapons#Spellcasting Focuses|Arcane Focus]], an [[Equipment Packs|Equipment Pack]], [[Armor and Weapons#Light Armor|Leather Armor]], and two [[Armor and Weapons#Simple Melee Weapons|Daggers]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Warlock Features Summarized&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Otherworldly Patron|Otherworldly Patron]] || 1st || You choose your subclass, and gain features at 1st, 6th, 10th, 14th, and 18th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Pact Magic|Pact Magic]] || 1st || You gain Pact Spellcasting that uses Charisma and Learning Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Draw on Power|Draw on Power]] || 1st || You can regain all your expended Pact Slots&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eldritch Invocations|Eldritch Invocations]] || 2nd || You gain a couple of a variety of benefits that transmute and increase your power in a variety of ways&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Pact Boon|Pact Boon]] || 3rd || You get a powerful tool from your Patron that enhances your power in a variety of ways&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (6th Level)|Mystic Arcanum (6th Level)]] || 11th || You get a 6th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (7th Level)|Mystic Arcanum (7th Level)]] || 13th || You get a 7th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (8th Level)|Mystic Arcanum (8th Level)]] || 15th || You get a 8th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (9th Level)|Mystic Arcanum (9th Level)]] || 17th || You get a 9th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eldritch Master|Eldritch Master]] || 20th || You get unlimited uses of Draw on Power but can use it quickly a limited number of times&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Otherworldly Pact ====&lt;br /&gt;
&#039;&#039;1st, 6th, 10th, 14th, 18th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the Otherworldly Pacts in the table below that represents the being with whom you&#039;ve struck a pact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Otherworldly Pacts&lt;br /&gt;
|-&lt;br /&gt;
! Otherworldly Pact !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Archfey|The Archfey]] || 1 || You use fey magic to Charm and Frighten creatures, manipulating your foes’ emotions to shape them to your will.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Banshee|The Banshee]] || 2 || You embody the deathly qualities of your patron, harrying foes with your mournful wail while becoming incorporeal as a banshee.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Celestial|The Celestial]] || 2 || You embody divine powers to heal your allies and blind your foes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Coven|The Coven]] || 4 || You use strange magic to empower your allies and ward yourself as you form your own Coven.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Elder Sphinx|The Elder Sphinx]] || 3 || You gain power of time and divination magic to ward your allies and hinder the foes around you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Fathomless|The Fathomless]] || 3 || You command the seas and tentacles of the deep to grasp your foes and gain power over the waters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Fiend|The Fiend]] || 1 || You use the forces of fire and fury to drive your foes to their doom and gain a fiendish resilience to their futile attempts to harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Genie|The Genie]] || 3 || You take on the power of a type of genie, gaining a vessel that you use as a catalyst for your elemental power.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Great Old One|The Great Old One]] || 2 || You use the incomprehensible to gain power over the minds of others to communicate with your allies and psychically rebuke and control your foes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Great Wyrm|The Great Wyrm]] || 2 || You take the elemental power of dragons and their command of the skies to destroy your foes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Hexblade|The Hexblade]] || 2 || You use blades you have bonded to in order to mark your foes for death who you mercilessly hunt down.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Primeval Growth|The Primeval Growth]] || 3 || You use the power of nature to restrict your foes and drain their life as you gain a bark like skin that helps you resist attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Titan|The Titan]] || 2 || You grow in size and resilience as your strength increases.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Unblinking|The Unblinking]] || 3 || You gain otherworldly sight as a large unblinking eye grows on your forehead which improves your ray spells and nullifies magic.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Undead|The Undead]] || 3 || You take on the horrifying visage of death and project your spirit to terrify your foes and gain ghostly resilience.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Wild Hunt|The Wild Hunt]] || 2 || You become a part of the Wild Hunt, the very instinct of carnivorous predators to hunt down their prey.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pact Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Spells are different from other Spellcasters. You do not gain the standard Spell Slots that other casters get and your Levels in this class do not contribute to your Spellcasting Spell Slots. Instead, you gain Pact Magic, the amount of Spell Slots you have is indicated in the Pact Magic table. Additionally, all of your Pact Magic Spell Slots are of the highest Level Spell Slot you have access to, also indicated in the Pact Magic table.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Charisma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Charisma Modifier + Your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Charisma Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; An Arcane Focus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; You learn one new Spell every Level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ [[Warlock Spells|Warlock Spell List]]&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! Spells Known !! Spell Slots !! Spell Level&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2 || 2 || 1 || 1st&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 2 || 3 || 2 || 1st&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 2 || 4 || 2 || 2nd&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 3 || 5 || 2 || 2nd&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 3 || 6 || 2 || 3rd&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 3 || 7 || 2 || 3rd&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 3 || 8 || 2 || 4th&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 3 || 9 || 2 || 4th&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 3 || 10 || 2 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 4 || 11 || 2 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 4 || 12 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 4 || 13 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 4 || 14 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 4 || 15 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 4 || 16 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 4 || 17 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 4 || 18 || 4 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 4 || 19 || 4 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 4 || 20 || 4 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 4 || 21 || 5 || 5th&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Draw on Power ====&lt;br /&gt;
&#039;&#039;1st Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can call on your patron to uphold their bargain as an Action. When you do so, you regain all expended Pact Slots. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Invocations ====&lt;br /&gt;
&#039;&#039;2nd Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two Eldritch Invocations of your choice. The [[Warlock#Eldritch Invocation Options|Eldritch Invocation Options]] are detailed at the end of the class description. When you gain certain Levels in this class,  you gain additional Invocations of your choice, as shown in the Invocations Known column of the Warlock table.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pact Boon ====&lt;br /&gt;
&#039;&#039;3rd Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Blade.&#039;&#039;&#039; You can use your Bonus Action to create a Pact Weapon in your empty hand. You can choose the form that this [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] takes each time you create it. You are Proficient with it while you wield it. This [[Armor and Weapons#Weapons|Weapon]] is as a magical [[Armor and Weapons#Weapons|Weapon]].&lt;br /&gt;
:Your Pact Weapon disappears if it is more than 5ft away from you for 1 minute or more. It also disappears if you use summon another Pact Weapon, if you dismiss the Weapon as a Free Action, or if you die.&lt;br /&gt;
:You can transform one magic Weapon into your Pact Weapon by performing a special ritual while you hold the Weapon. You perform the ritual over the course of 1 hour, which can be done during a Short or Long Rest. You can then dismiss the Weapon, shunting it into an extradimensional space. Whenever you summon a Pact Weapon you can also summon a magic Weapon you have bonded to instead of another Weapon. You can’t bond to an Artifact or a sentient Weapon in this way. The Weapon ceases being your Pact Weapon if you die, if you perform the 1-hour ritual on a different Weapon, or if you use a 1-hour ritual to break your bond to it. The Weapon appears at your feet if it is in the extradimensional space when the bond breaks.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Chain.&#039;&#039;&#039; You learn the [[Level 1#Find Familiar|Find Familiar]] Spell as a Warlock Spell and can cast it as a Ritual. The spell doesn’t count against your number of Spells Known.&lt;br /&gt;
:When you cast the Spell, you can choose one of the normal forms for your Familiar or one of the following special forms: Gazer, Geonid, Imp, Inkling Mascot, Pseudodragon, Quasit, Sprite, or Will-o-Wisp.&lt;br /&gt;
:Additionally, when you take the Attack Action, you can forgo one of your own Attacks to allow your familiar to make one attack with its Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Eye.&#039;&#039;&#039; Your patron grants you enhanced magical sight, for a price. Upon choosing this pact, one or more of your eyes are each replaced with a magical Pact Eye that reflects the nature of your patron.&lt;br /&gt;
:Your Pact Eye grants you Proficiency in Perception. You can also draw on the powers of your Pact Eye as a Bonus Action while inspecting or searching for a creature or object. That creature or object is magically revealed to you. You learn its location (if you don’t know it already), and see it as if you had Truesight.&lt;br /&gt;
:You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Flesh.&#039;&#039;&#039; Your patron twists your body to reflect their physical form. While you are not wearing [[Armor and Weapons#Armor|Armor]] or wielding a [[Armor and Weapons #Shields|Shield]], your AC is equal to 10 + your Dexterity Modifier + your Charisma Modifier, and your Speed increases by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Hourglass.&#039;&#039;&#039; Your patron has gifted you a mystical timekeeping device. This Pact Hourglass takes the form of any timekeeping device you choose, and it can be used as a Warlock Spellcasting Focus. While holding it, you always know the exact current time.&lt;br /&gt;
:At the start of each round while your Pact Hourglass is on your person, you can choose one creature under the effects of one of your Spells. You can increase or decrease the Initiative Score of that creature by an amount equal to your Charisma Modifier.&lt;br /&gt;
:If you lose your Pact Hourglass, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Hourglass. The Pact Hourglass turns to sand when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Shroud.&#039;&#039;&#039; Your patron has gifted you a mystical cloak to shield you from harm. As an Action you can summon a Pact Shroud to cloak your body. It takes the form of a robe or cloak of your choice each time you summon it. While you are wearing your Pact Shroud, you gain Proficiency in Stealth.&lt;br /&gt;
:While you are Concentrating on an effect, you can take the Hide Action as Bonus Action, even if you are being directly observed, and you can do so and make a Charisma (Stealth) Check instead of a Dexterity (Stealth) Check.&lt;br /&gt;
:Your Pact Shroud disappears if it is more than 5ft away from you for 1 minute, if you summon it again, if you dismiss it as a Free Action, or if you die.&lt;br /&gt;
:You can transform a magic robe or cloak of your choice into your Pact Shroud by performing a special ritual over the course of a Short or Long Rest. Once complete, you can shunt it to an extradimensional space, or summon it back, as an Action. You cannot bond to artifacts or sentient clothing in this way, and you can only have one Pact Shroud bound at a time.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Strings.&#039;&#039;&#039; Your patron gives you a Pact Instrument to deliver your Spells. This Pact Instrument takes the form of any [[Adventuring Gear#Tools|Musical Instrument]] you choose. While you hold the Pact Instrument, you can use an Action to transform it into another kind of musical instrument. You are considered Proficient with your Pact Instrument and can use it as a Warlock Spellcasting Focus.&lt;br /&gt;
:When you cast a Spell using your Pact Instrument, you can target a creature you cannot see if it can hear you play the instrument. You do not need to guess the creature’s space to target it in this way, and the creature gains no benefit from Cover or from being Hidden to you. If the creature cannot hear you play the instrument or is out of Range of the Spell, the Spell fails.&lt;br /&gt;
:If you lose your Pact Instrument, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Instrument. The Pact Hourglass turns to ash when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Talisman.&#039;&#039;&#039; Your patron gives you an amulet, a Talisman that can aid the wearer when the need is great. When the wearer makes an Ability Check or Saving Throw, it adds a d4 to the roll.&lt;br /&gt;
:If you lose your Talisman, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Talisman. The Talisman turns to ash when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Tome.&#039;&#039;&#039; Your patron gives you a grimoire called a Book of Knowledge. Choose three [[Cantrips]] from any class’s Spell List (the three don’t need to be from the same Spell List). While the book is on your person, you can cast those Cantrips as if they were Warlock Spells. They don’t count against your number of Cantrips Known.&lt;br /&gt;
:If you lose your Book of Shadows, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Book of Shadows. The Book of Shadows turns to ash when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Vessel.&#039;&#039;&#039; Your patron gives you a Pact Vessel for the creation of potions and poultices. This vessel takes the form of a chalice, a cauldron, or any other Tiny object of your choice that is capable of holding liquid. While the Pact Vessel is on your person, you gain the following benefits:&lt;br /&gt;
:*You can use the Pact Vessel as a Warlock Spellcasting Focus.&lt;br /&gt;
:* You can use the Pact Vessel as a [[Adventuring Gear#Alchemical Tools|Herbalism Kit]], a [[Adventuring Gear#Alchemical Tools|Poisoner&#039;s Kit]], and a set of [[Adventuring Gear#Alchemical Tools|Alchemist&#039;s Supplies]]. You have Proficiency and Expertise with these Tools when you your Pact Vessel acts as them.&lt;br /&gt;
:* You can use an Action to magically fill the Pact Vessel with 1 pint of a liquid of your choice. To create a liquid worth 1GP per pint or more, you must first expend material goods worth the price of the liquid by submerging them in the vessel, irreversibly transforming those materials into the desired liquid.&lt;br /&gt;
:If you lose your Pact Vessel, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Vessel. The Pact Vessel turns to ash when you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 12th, 16th, and 19th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mystic Arcanum (6th Level) ====&lt;br /&gt;
&#039;&#039;11th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 6|6th Level Spell]] from any class&#039;s Spell List to serve as your 6th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mystic Arcanum (7th Level) ====&lt;br /&gt;
&#039;&#039;13th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 7|7th Level Spell]] Spell from any class&#039;s Spell List to serve as your 7th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mystic Arcanum (8th Level) ====&lt;br /&gt;
&#039;&#039;15th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 8|8th Level Spell]] from any class&#039;s Spell List to serve as your 8th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mystic Arcanum (9th Level) ====&lt;br /&gt;
&#039;&#039;17th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 9|9th Level Spell]] from any class&#039;s Spell List to serve as your 9th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Master ====&lt;br /&gt;
&#039;&#039;20th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Power flows freely through you. You can use your Draw on Power feature an unlimited number of times. Additionally, you can use it as a Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Eldritch Invocation Options ===&lt;br /&gt;
&#039;&#039;Warlock Eldritch Invocation Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
To select an Eldritch Invocation, you must meet the requirements in the parentheses after the name of the Eldritch Invocation. If a Level is listed as a prerequisite, you must have that many Levels in this class.&lt;br /&gt;
*&#039;&#039;&#039;Armor of Shadows.&#039;&#039;&#039; You can cast the [[Level 1#Mage Armor|Mage Armor]] Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.&lt;br /&gt;
*&#039;&#039;&#039;Beast Speech.&#039;&#039;&#039; You can cast the [[Level 1#Speak With Animals|Speak With Animals]] Spell at will, without expending a spell slot.&lt;br /&gt;
*&#039;&#039;&#039;Beguiling Influence.&#039;&#039;&#039; You gain Proficiency in Deception and Persuasion.&lt;br /&gt;
*&#039;&#039;&#039;Devil’s Sight.&#039;&#039;&#039; You can see normally in magical and mundane Dim Light and Darkness, out to a Range of 120ft.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Mind.&#039;&#039;&#039; You have Advantage on Constitution Saving Throws that you make to maintain Concentration on an effect.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Sight.&#039;&#039;&#039; You can cast the [[Level 1#Detect Magic|Detect Magic]] Spell at will, without expending a Spell slot.&lt;br /&gt;
*&#039;&#039;&#039;Eyes of the Rune Keeper.&#039;&#039;&#039; You can understand and read all the writing that you can see.&lt;br /&gt;
*&#039;&#039;&#039;Fiendish Vigor.&#039;&#039;&#039; You can cast the [[Level 1#False Life|False Life]] Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.&lt;br /&gt;
*&#039;&#039;&#039;Gaze of Two Minds.&#039;&#039;&#039; You can use your Action to touch a willing Humanoid 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 use your Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are [[Conditions#Blinded|Blinded]] and [[Conditions#Deafened|Deafened]] to your own surroundings.&lt;br /&gt;
*&#039;&#039;&#039;Mask of Many Faces.&#039;&#039;&#039; You can cast the [[Level 1#Disguise Self|Disguise Self]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Misty Visions.&#039;&#039;&#039; You can cast the [[Level 1#Silent Image|Silent Image]] Spell at will, without expending a Spell Slot or Material Components.&lt;br /&gt;
*&#039;&#039;&#039;Thief of Five Fates.&#039;&#039;&#039; You can cast [[Level 1#Bane|Bane]] once as a Warlock Spell Slot. You can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Agonizing Blast ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you cast the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you add your Charisma Modifier to the Damage it deals on a hit.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Spear ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you cast the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, its Range is 300ft.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Blade ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; The [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip has its Range reduced to 5ft and deals 1d12 Force Damage for you. Any features that increase the Range of the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip do not affect it while you have this Eldritch Invocation selected.&lt;br /&gt;
*&#039;&#039;&#039;Grasping Blast ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you hit a creature with the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you can move that creature in a straight line 10ft closer to you.&lt;br /&gt;
*&#039;&#039;&#039;Lance of Lethargy ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; Once on each of your turns when you hit a creature with the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you can reduce that creature&#039;s Speed by 10ft until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Repelling Blast ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you hit a creature with the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you can move that creature in a straight line 10ft away from you.&lt;br /&gt;
*&#039;&#039;&#039;Improved Pact Weapon (Pact of the Blade feature).&#039;&#039;&#039; You can use any Weapon you summon with your Pact of the Blade feature as a Warlock Spellcasting Focus.&lt;br /&gt;
:In addition, the weapon gains a +1 bonus to its Attack and Damage Rolls.&lt;br /&gt;
:Finally, the Weapon you conjure can be a [[Armor and Weapons|Martial Ranged Weapons|Shortbow]], [[Armor and Weapons|Martial Ranged Weapons|Longbow]], [[Armor and Weapons|Simple Ranged Weapons|Light Crossbow]], or [[Armor and Weapons|Martial Ranged Weapons|Heavy Crossbow]].&lt;br /&gt;
*&#039;&#039;&#039;Scrying Pool (Pact of the Cauldron Pact Boon).&#039;&#039;&#039; You can cast the [[Level 2#Augury|Augury]] Spell without expending a Spell Slot or Material Components by staring into your Cauldron for 1 minute. You can cast the [[Level 2#Augury|Augury]] Spell once in this way per Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Gift of the Ever-Living Ones (Pact of the Chain Pact Boon).&#039;&#039;&#039; Whenever you regain Hit Points while your Familiar is within 100ft of you, use the maximum result for any dice rolled to determine those Hit Points.&lt;br /&gt;
*&#039;&#039;&#039;Investment of the Chain Master (Pact of the Chain Pact Boon).&#039;&#039;&#039; When you cast the [[Level 1#Find Familiar|Find Familiar]] Spell with your Pact of the Chain Pact Boon, you infuse the Familiar summoned with a measure of your eldritch power, granting the creature the following benefits:&lt;br /&gt;
:*The Familiar gains either a 40ft Flying or Swimming Speed (your choice).&lt;br /&gt;
:*As a Bonus Action, you can command the Familiar to take the Attack Action on its turn.&lt;br /&gt;
:*The Familiar’s Weapon Attacks are considered magical for the purpose of overcoming Immunity and Resistance to non-magical Attacks.&lt;br /&gt;
:*If the familiar forces a creature to make a Saving Throw, it uses your Spell Save DC if that is higher than the normal DC.&lt;br /&gt;
:*When the Familiar takes Damage, you can use your Reaction to grant it Resistance against that Damage.&lt;br /&gt;
*&#039;&#039;&#039;Voice of the Chain Master (Pact of the Chain Pact Boon).&#039;&#039;&#039; You can communicate telepathically with your Familiar and perceive through your Familiar&#039;s senses as a Free Action long as you are on the same plane of existence. Additionally, while perceiving through your Familiar&#039;s senses, you can also speak through your Familiar in your own voice, even if your Familiar is normally incapable of speech.&lt;br /&gt;
*&#039;&#039;&#039;Strange Brew (Pact of the Chalice Pact Boon).&#039;&#039;&#039; At the end of a Long Rest, you can create one of the following substances in your Pact Chalice: a Potion of Healing, a vial of Alchemist&#039;s Fire, a vial of Acid, or a vial of Holy Water. The liquid retains its potency until the end of your next Long Rest, at which point it becomes inert and unusable.&lt;br /&gt;
*&#039;&#039;&#039;Piercing Gaze (Pact of the Eye Pact Boon).&#039;&#039;&#039; Natural phenomena, such as Dim Light, fog, or rain, do not impose Disadvantage on Wisdom (Perception) Checks for you, and you have Advantage on any Wisdom (Perception) Checks you make that rely on your sense of sight.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Claws (Pact of the Flesh Pact Boon).&#039;&#039;&#039; As a Bonus Action, you can morph one or both of your hands into strange and savage, Eldritch Claws reminiscent of your patron&#039;s physical form. These Eldritch Claws are Simple Weapons that you are Proficient with, and deals 1d6 Slashing Damage on hit. If you have two free hands, they deal 1d8 Slashing Damage on a hit instead. &lt;br /&gt;
*&#039;&#039;&#039;Knowledge of Antiquity (Pact of the Hourglass Pact Boon).&#039;&#039;&#039; When you make an Intelligence (History) Check related to an event, in the place where that event took place, you see echos of the past and treat a roll of 7 or lower on the d20 as an 8.&lt;br /&gt;
*&#039;&#039;&#039;Protective Cowl (Pact of the Shroud Pact Boon).&#039;&#039;&#039; As a Reaction, when you take Damage while you are wearing your Pact Shroud, you can have your Pact Shroud to absorb some of the Damage. You gain Resistance to the Damage from that Attack, but your Pact Shroud disappears, and you must finish a Long Rest before you can summon it again.&lt;br /&gt;
*&#039;&#039;&#039;Harmonic Spellcasting (Pact of the Strings Pact Boon).&#039;&#039;&#039; When you use your Pact Instrument as a Warlock Spellcasting Focus for a Spell with a Verbal Component, the Spell Save DC for that spell is increased by 1.&lt;br /&gt;
*&#039;&#039;&#039;Rebuke of the Talisman (Pact of the Talisman Pact Boon).&#039;&#039;&#039; When the wearer of your Pact Talisman is hit by an Attacker you can see within 30ft of you, you can use your Reaction to deal Psychic Damage to the Attacker equal to your Proficiency Bonus and push it up to 10ft away from the Talisman’s wearer.&lt;br /&gt;
*&#039;&#039;&#039;Aspect of the Moon (Pact of the Tome Pact Boon).&#039;&#039;&#039; You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a Long Rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.&lt;br /&gt;
*&#039;&#039;&#039;Book of Ancient Secrets (Pact of the Tome Pact Boon).&#039;&#039;&#039; You can now inscribe magical Rituals in your Book of Shadows. Choose two [[Level 1|1st Level Spells]] that have the Ritual tag from any class’s Spell List (the two don’t need to be from the same Spell List). The Spells appear in the Book of Shadows and don’t count against your number of Warlock Spells Known. With your Book of Shadows in hand, you can cast the chosen Spells as Rituals. You can’t cast the Spells except as Rituals, unless you’ve learned them by some other means. You can also cast a Warlock Spell you know as a Ritual if it has the Ritual tag.&lt;br /&gt;
:On your adventures, you can add other Ritual Spells to your Book of Shadows. When you find such a Spell, you can add it to the book if the Spell’s Level is equal to or less than half your Warlock Level (rounded up) and if you can spare the time to transcribe the Spell. The transcriptions process takes 2 hours and costs 50GP for each Level of the Spell, representing the rare inks needed to inscribe it.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Flies (5th Level).&#039;&#039;&#039; As a Bonus Action, you can surround yourself with a magical aura that looks like buzzing flies. The aura is a 5ft Moving Emanation. It lasts until you’re Incapacitated or you dismiss it as a Free Action.&lt;br /&gt;
:The aura grants you advantage on Strength and Charisma (Intimidation) Checks but Disadvantage on all other Charisma Checks. Any other creature that starts its turn in the aura takes Poison Damage equal to your Charisma Modifier.&lt;br /&gt;
:You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Survivalist (5th Level).&#039;&#039;&#039; You ignore the effects of Extreme Heat and Extreme Cold, and you don&#039;t need to drink water or eat food to survive.&lt;br /&gt;
*&#039;&#039;&#039;Gift of the Depths (5th Level).&#039;&#039;&#039; You can breathe underwater, and you gain a Swimming Speed equal to your Walking Speed.&lt;br /&gt;
:You can also cast the [[Level 3#Water Breathing|Water Breathing]] Spell at will, without expending a Spell Slot, once you do so, you can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Mire the Mind (5th Level).&#039;&#039;&#039; You can cast the [[Level 3#Slow|Slow]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;One with Shadows (5th Level).&#039;&#039;&#039; When you are in an area of Dim Light or Darkness, you can use your Action to become Invisible until you move or take an Action, Bonus Action, or Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Sign of Ill Omen (5th Level).&#039;&#039;&#039; You can cast the [[Level 3#Bestow Curse|Bestow Curse]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Tomb of Freezing Ice (5th level).&#039;&#039;&#039; As a Reaction when you take Damage, you can entomb yourself in ice, which melts away at the end of your next turn. Before you take the triggering Damage, you gain a number of Temporary Hit Points equal to 10 times your Warlock Level. Immediately after you take the Damage, you gain Vulnerability to Fire Damage, your Speed is reduced to 0, and you are [[Conditions#Incapacitated|Incapacitated]]. These effects, including any remaining Temporary Hit Points, all end when the ice melts at the end of your next turn. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Undying Servitude (5th Level).&#039;&#039;&#039; You can cast the [[Level 3#Animate Dead|Animate Dead]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Witch Sight (5th Level).&#039;&#039;&#039; You can see the true form of any shapechanger or creature concealed by Illusion or Transmutation magic while the creature is within 30ft of you and within your line of sight.&lt;br /&gt;
*&#039;&#039;&#039;Thirsting Claws (5th Level, Eldritch Claws Eldritch Invocation).&#039;&#039;&#039; When you take the Attack Action and make all Attacks with your Eldritch Claws, you can make one additional Attack with your Eldritch Claws as part of that Action. Your Eldritch Claws also count as magical for the purpose of overcoming Immunity and resistant to non-magical Damage.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Smite (5th Level, Pact of the Blade Pact Boon).&#039;&#039;&#039; When you hit a creature with your Pact Weapon, you can expend a Warlock Spell Slot to deal an additional 1d8 Force Damage to the target, plus an additional 1d8 Force Damage per Slot Level, you can also knock the target Prone if it is Huge or smaller.&lt;br /&gt;
*&#039;&#039;&#039;Thirsting Blade (5th Level, Pact of the Blade Pact Boon).&#039;&#039;&#039; When you take the Attack Action and make all Attacks with your Pact Blade, you can make one additional Attack with your Pact Blade as part of that Action.&lt;br /&gt;
*&#039;&#039;&#039;Potent Poultices (5th Level, Pact of the Chalice Pact Boon).&#039;&#039;&#039; As an Action, you can cast the [[Level 2#Lesser Restoration|Lesser Restoration]] Spell without expending a Spell Slot. You can cast the Lesser Restoration Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tentacles (5th Level, Pact of the Flesh Pact Boon).&#039;&#039;&#039; When you take the Attack Action on your turn, you can use your Bonus Action to make a Grapple Attack against a creature as long as you have a free hand. When you make a Grapple Attack, you can make a Charisma (Athletics) Check to do so instead of making a Strength (Athletics) Check.&lt;br /&gt;
*&#039;&#039;&#039;Notes of Power (5th Level, Pact of the Strings Pact Boon).&#039;&#039;&#039; When you use your Pact Instrument to cast a Spell, roll a d8, the Spell deals additional Damage equal tot he number rolled. If the Spell targets multiple creatures, one creature of your choice takes the Bonus Damage.&lt;br /&gt;
*&#039;&#039;&#039;Far Scribe. (5th Level, Pact of the Tome Pact Boon).&#039;&#039;&#039; A new page appears in your Book of Shadows. With your permission, a creature can use its Action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.&lt;br /&gt;
:You can cast the Sending Spell, targeting a creature whose name is on the page, without expending a Spell Slot or Material Components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an Action, you can magically erase a name on the page by touching it.&lt;br /&gt;
*&#039;&#039;&#039;Maddening Hex (5th Level, [[Level 1#Hex|Hex]] Spell or a Warlock feature that curses).&#039;&#039;&#039; As a Bonus Action, you cause a psychic disturbance around the target cursed by your [[Level 1#Hex|Hex]] Spell or by a Warlock feature of yours, such as the [[Warlock#Hexblade&#039;s Curse|Hexblade&#039;s Curse]] feature or the [[Warlock#Eldritch Invocation Options|Sign of Ill Omen Eldritch Invocation]]. When you do so, you deal Psychic Damage to the cursed target and each creature of your choice that you can see within 5ft of it. The Psychic Damage equals your Charisma Modifier. To use this Eldritch Invocation, you must be able to see the cursed target, and it must be within 30ft of you.&lt;br /&gt;
*&#039;&#039;&#039;Bewitching Whispers (7th Level).&#039;&#039;&#039; You can cast the [[Level 4#Compulsion|Compulsion]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Dreadful Word (7th Level).&#039;&#039;&#039; You can cast the [[Level 3#Confusion|Confusion]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Ghostly Gaze (7th Level).&#039;&#039;&#039; As an Action, you gain the ability to see through solid objects out to a Range of 30ft, and gain Darkvision out to a Range of 30ft. This special sight lasts for 1 minute or until your Concentration on the effect end. During that time, you perceive objects as ghostly, transparent images. You can use this Eldritch Invocation a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Sculptor of Flesh (7th level).&#039;&#039;&#039; You can cast the [[Level 4#Polymorph|Polymorph]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Trickster&#039;s Escape (7th level).&#039;&#039;&#039; You can cast the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest. When you cast the Spell in this way, you can only target yourself.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Twilight (7th Level, Pact of the Shroud Pact Boon).&#039;&#039;&#039; You can cast the [[Level 4#Greater Invisibility|Greater Invisibility]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Protection of the Talisman (7th Level, Pact of the Talisman Pact Boon).&#039;&#039;&#039; When the wearer of your Pact Talisman fails a Saving Throw, they can add a d4 to the roll. This benefit can be used a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Relentless Hex (7th Level, [[Level 1#Hex|Hex]] Spell or a Warlock feature that curses).&#039;&#039;&#039; Your curse creates a temporary bond between you and your target. As a Bonus Action, you can magically teleport up to 30ft to an unoccupied space you can see within 5ft of the target cursed by your [[Level 1#Hex|Hex]] Spell or by a warlock feature of yours, such as the [[Warlock#Hexblade&#039;s Curse|Hexblade&#039;s Curse]] feature or [[Warlock#Eldritch Invocation Options|Sign of Ill Omen Eldritch Invocation]] Eldritch Invocation. To teleport in this way, you must be able to see the cursed target.&lt;br /&gt;
*&#039;&#039;&#039;Ascendant Step (9th Level).&#039;&#039;&#039; You can cast the [[Level 2#Levitate|Levitate]] Spell at will, without expending a Spell Slot or Material Components. When cast in this way, you can only target yourself with the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Minions of Chaos (9th Level).&#039;&#039;&#039; You can cast the [[Level 5#Conjure Elemental|Conjure Elemental]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Otherworldly Leap (9th Level).&#039;&#039;&#039; You can cast the [[Level 1#Jump|Jump]] Spell at will, without expending a Spell Slot or Material Components.&lt;br /&gt;
*&#039;&#039;&#039;Whispers of the Grave (9th Level).&#039;&#039;&#039; You can cast the Speak With Dead Spell at will, without expending a Spell Slot or Material Components.&lt;br /&gt;
*&#039;&#039;&#039;Cup of Protection (9th Level, Pact of the Chalice Pact Boon).&#039;&#039;&#039; As an Action, for the next minute, if a creature of your choice can drink from your Pact Chalice, gaining the effects of the [[Level 4#Death Ward|Death Ward]] Spell. Once used, you must finish a Long Rest to use this feature again.&lt;br /&gt;
*&#039;&#039;&#039;Cursed Flesh (9th Level, Pact of the Flesh Pact Boon).&#039;&#039;&#039; As a Bonus Action, you gain yourself Temporary Hit points equal to your Charisma Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Gift of the Protectors (9th Level, Pact of the Tome Pact Boon).&#039;&#039;&#039; A new page appears in your Book of Shadows. With your permission, a creature can use its Action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.	&lt;br /&gt;
:When any creature whose name is on the page is reduced to 0 Hit Points, 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 an Action, you can magically erase a name on the page by touching it.&lt;br /&gt;
*&#039;&#039;&#039;Lifedrinker (12th Level, Pact of the Blade Pact Boon).&#039;&#039;&#039; When you hit a creature with your Pact Weapon, the creature takes extra Necrotic Damage equal to your Charisma Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Bond of the Talisman (12th Level, Pact of the Talisman Pact Boon).&#039;&#039;&#039; While someone else is wearing your Pact Talisman, you can use your Action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your Talisman can do the same thing, using their Action to teleport to you. The teleportation can be used by either creature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Master of Myriad Forms (15th Level).&#039;&#039;&#039; You can cast the [[Level 2#Alter Self|Alter Self]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Shadow (15th Level).&#039;&#039;&#039; You can cast the [[Level 2#Invisibility|Invisibility]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Visions of Distant Realms (15th Level).&#039;&#039;&#039; You can cast the [[Level 4#Arcnae Eye|Arcane Eye]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Chains of One-Eyed Flame (15th Level, Pact of the Chain Pact Boon).&#039;&#039;&#039; You can cast the [[Level 5#Hold Monster|Hold Monster]] Spell at will, without expending a Spell Slot or Material Components. When you cast the Spell in this way, you can only target a Highlings or Elemental. After the Spell ends on a creature, you can&#039;t target that creature again in this way.&lt;br /&gt;
*&#039;&#039;&#039;Alchemical Restoration (15th Level, Pact of the Chalice Pact Boon).&#039;&#039;&#039; As an Action on your turn, you can cast the [[Level 5#Reincarnate|Reincarnate]] Spell without expending a Spell Slot or Material Components. Once you cast Reincarnate in this way, you must finish 1d4 Long Rests before you can cast the Spell in this way again.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Flight (15th Level, Pact of the Flesh Pact Boon).&#039;&#039;&#039; As a Bonus Action, you can manifest (or dismiss) wings reminiscent of your patron&#039;s physical form, granting you a Flying Speed equal to your Walking Speed.&lt;br /&gt;
*&#039;&#039;&#039;Temporal Rewind. (15th Level, Pact of the Hourglass Pact Boon).&#039;&#039;&#039; As a Reaction at the end of your turn, you can undo everything that happened that turn. You return to the space where you began that turn, regain all resources you expended that turn, and remove all Damage or healing done that turn. You then immediately repeat your turn, with foreknowledge of what will occur, however, you do not regain your Reaction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Otherworldly Pacts =&lt;br /&gt;
== The Archfey ==&lt;br /&gt;
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Some of these Archfey are beings from the Feywild who want to try to break into Drakomere to try to learn more about it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Archfey Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fey Presence|Fey Presence]] || 1st || You can [[Conditions#Charmed|Charm]] or [[Conditions#Frightened|Frighten]] nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Misty Escape|Misty Escape]] || 6th || You can teleport and become [[Conditions#Invisible|Invisible]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Beguiling Defenses|Beguiling Defenses]] || 10th || You&#039;re Immune to [[Conditions#Charmed|Charm]] and [[Conditions#Charmed|Charm]] those that try [[Conditions#Charmed|Charm]] you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dark Delirium|Dark Delirium]] || 14th || You can make a creature think it&#039;s in a different world&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eternal Charm|Eternal Charm]] || 18th || You&#039;re [[Conditions#Charmed|Charms]] last Until Dispelled&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Faerie Fire|Faerie Fire]], [[Level 1#Sleep|Sleep]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Calm Emotions|Calm Emotions]], [[Level 2#Phantasmal Force|Phantasmal Force]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Blink|Blink]], [[Level 3#Plant Growth|Plant Growth]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 3#Dominate Beast|Dominate Beast]], [[Level 3#Greater Invisibility|Greater Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Dominate Person|Dominate Person]], [[Level 5#Seeming|Seeming]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fey Presence ====&lt;br /&gt;
&#039;&#039;1st Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you the ability to project the beguiling and fearsome presence of the Fey. As an Action, you force each creature of your choice within 10ft of you to  make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Charmed|Charmed]] by you or [[Conditions#Frightened|Frightened]] of you (your choice) until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Misty Escape ====&lt;br /&gt;
&#039;&#039;6th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can vanish in a puff of mist in response to harm. When you take Damage, you can use your Reaction to turn [[Conditions#Invisible|Invisible]] and teleport up to 60ft to an unoccupied space you can see. You remain [[Conditions#Invisible|Invisible]] until the start of your next turn or until you Attack or cast a Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beguiling Defenses ====&lt;br /&gt;
&#039;&#039;10th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are Immune to the [[Conditions#Charmed|Charmed]] Condition, and when another creature attempts to [[Conditions#Charmed|Charm]] you, you can use your Reaction to attempt to turn the [[Conditions#Charmed|Charm]] back on that creature. The creature that attempted to [[Conditions#Charmed|Charm]] you must succeed on a Wisdom Saving Throw against your Spell Save DC or be [[Conditions#Charmed|Charmed]] by you for 1 minute or until that creature takes any damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark Delirium ====&lt;br /&gt;
&#039;&#039;14th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can plunge a creature into an illusory realm. As an Action, choose a creature that you can see within 60ft of you. It must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, it is [[Conditions#Charmed|Charmed]] by you or [[Conditions#Frightened|Frightened]] of you (your choice) for 1 minute or until you lose Concentration on this effect broken. This effect ends early if that creature takes any Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
While [[Conditions#Charmed|Charmed]] in this way, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eternal Charm ====&lt;br /&gt;
&#039;&#039;18th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you [[Conditions#Charmed|Charm]] a creature, it lasts until Dispelled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Banshee ==&lt;br /&gt;
The Banshee. Betrayed in life and left to wander the world as an undead you sought to make a pact with this entity to finally put it to rest. The power of the banshee manifested in you allowing you a lew of the legendary undead&#039;s abilities.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Banshee Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mournful Wail|Mournful Wail]] || 1st || You can wail to [[Conditions#Deafened|Deafen]] and [[Conditions#Frightened|Frighten]] your foes&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Incorporeal Movement|Incorporeal Movement]] || 6th || You can move through creatures and objects&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Stolen Breath|Stolen Breath]] || 10th || You don&#039;t need air, sustenance, or sleep, gain Resistance to Cold Damage and can reduce Damage you take&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Scream of the Banshee|Scream of the Banshee]] || 14th || Your Mournful Wail is improved to a scream, dealing Psychic Damage and aging targets&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Banshee&#039;s Nature|Banshee&#039;s Nature]] || 18th || You don&#039;t age, can&#039;t be aged, gain Truesight, and Immunity to Cold Damage&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Ray of Sickness|Ray of Sickness]], [[Level 1#Witch Bolt|Witch Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Phantasmal Force|Phantasmal Force]], [[Level 2#Wither and Bloom|Wither and Bloom]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Bestow Curse|Bestow Curse]], [[Level 3#Cold Snap|Cold Snap]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Aversion|Aversion]], [[Level 4#Death Ward|Death Ward]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Antilife Shell|Antilife Shell]], [[Level 5#Cone of Cold|Cone of Cold]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mournful Wail ====&lt;br /&gt;
&#039;&#039;1st Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the power of the banshee&#039;s wail as an Action. Every creature in 15ft Emanated Cone must make a Charisma Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Deafened|Deafened]] and [[Conditions#Frightened|Frightened]] of you until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Incorporeal Movement ====&lt;br /&gt;
&#039;&#039;6th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make your body fade as the ghosts of this realm do. You can move through other creatures and objects as if they were Difficult Terrain. You take 1d10 Force Damage if you end your turn inside a creature or object.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stolen Breath ====&lt;br /&gt;
&#039;&#039;10th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You no longer require air, food, drink, or sleep. Your skin starts to turn pale and you no longer feel pain, giving you Resistance to Cold Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you take Damage, you can use your Reaction to nullify some of that Damage as you are numbed to pain. When you do so, you gain Resistance to that Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scream of the Banshee ====&lt;br /&gt;
&#039;&#039;14th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the true wrath of a banshee. When you use your Mournful Wail feature, the Range is now a 60ft Emanated Cone. Additionally, all creatures that fail the Saving Throw against your Mournful Wail feature also takes 8d8 Psychic Damage and age 1d10 years, and all creatures who succeed the Saving Throw take half as much Damage and age half as much. Additionally, your Mournful Wail feature now has an unlimited amount of uses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Banshee&#039;s Nature ====&lt;br /&gt;
&#039;&#039;18th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As you take on the pure form fo the Banshee, you gain the following benefits:&lt;br /&gt;
*You no longer age and can&#039;t be aged magically.&lt;br /&gt;
*You gain Truesight out to a Range of 60ft&lt;br /&gt;
*You gain Immunity to Cold Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Celestial ==&lt;br /&gt;
Your patron is a powerful being, one of the few good Highlings found on Drakomere. You have bound yourself to an ancient empyrean, solar, kirin, unicorn, or other good Highling. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Some Celestial Warlocks form a direct pack with Bahumat instead. Some of these beings that Celestial Warlocks make pacts with are War Bringer gods who want to take over Drakomere.&amp;lt;br&amp;gt;&lt;br /&gt;
Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Celestial Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Bonus Cantrips|Bonus Cantrips]] || 1st || You get the [[Cantrips#Light|Light]] and [[Cantrips#Sacred Flame|Sacred Flame]] Cantrips&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Healing Light|Healing Light]] || 1st || You have a pool of innate healing&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#RadiantSoul|Radiant Soul]] || 6th || You get Resistance to Radiant Damage and can deal extra Fire and Radiant Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Celestial Radiance|Celestial Radiance]] || 10th || You give nearby allies Temporary Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Searing Vengeance|Searing Vengeance]] || 14th || When you would die you can choose not to and deal Damage to nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Blinding Blink|Blinding Blink]] || 18th || You can teleport and [[Conditions#Blinded|Blind]] nearby enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Cure Wounds|Cure Wounds]], [[Level 1#Guiding Bolt|Guiding Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Flaming Sphere|Flaming Sphere]], [[Level 2#Lesser Restoration|Lesser Restoration]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Life Transference|Life Transference]], [[Level 3#Revivify|Revivify]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Guardian of Faith|Guardian of Faith]], [[Level 4#Wall of Fire|Wall of Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Greater Restoration|Greater Restoration]], [[Level 5#Heavenly Pillar|Heavenly Pillar]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Cantrips ====&lt;br /&gt;
&#039;&#039;1st Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn the [[Cantrips#Light|Light]] and [[Cantrips#Sacred Flame|Sacred Flame]] Cantrips. They count as Warlock Cantrips for you, and they don’t count against your number of Cantrips Known.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Healing Light ====&lt;br /&gt;
&#039;&#039;1st Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your Warlock Level.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can heal one creature you can see within 60ft of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma Modifier. You restore a number of Hit Points equal to the total result of the dice expended. Your pool regains all expended dice when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Radiant Soul ====&lt;br /&gt;
&#039;&#039;6th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your link to the Celestial allows you to serve as a conduit for radiant energy. You have Resistance to Radiant Damage, and when you cast a Spell that deals Radiant or Fire Damage, you can add your Charisma Modifier to one Damage roll of the Spell against one of its targets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Celestial Resilience ====&lt;br /&gt;
&#039;&#039;10th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain divine vitality as you recuperate. When you finish a Long Rest, choose up to five other creatures, you and the chosen creatures each gain a number of Temporary Hit Points equal your Warlock Level + your Charisma Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Searing Vengeance ====&lt;br /&gt;
&#039;&#039;14th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The radiant energy you channel allows you to resist death. When you would to make a Death Saving Throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain Hit Points equal to half your Hit Point Maximum, and then you stand up if you choose to do so. Each creature of your choice that is within 30ft of you takes Radiant Damage equal to 2d8 + your Charisma Modifier, and is [[Conditions#Blinded|Blinded]] until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blinding Blink ====&lt;br /&gt;
&#039;&#039;18th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can teleport to an unoccupied space within 30ft of you. After you do, all creatures of your choice within 15ft of you must make a Constitution Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Coven ==&lt;br /&gt;
Grandmother, wood witch, medicine woman, old crone; the strange creatures known as hags go by many names. Their motivations are nearly alays sinister, and they delight in the suffering of others. When hags gather and form a magic pact, known as a Coven, they gain access to power beyond what any of them could hope to achieve individually. Together, their ability to sow pain increases tenfold. What strange bargain have you made to access the Coven&#039;s unorthodox magic?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Coven Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Weird Magicks|Weird Magicks]] || 1st || You can change the Damage Type of your Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Deviant Recovery|Deviant Recovery]] || 6th || You can use Draw on Power to give your allies their Spell Slots back&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Vile Resilience|Vile Resilience]] || 10th || You can use a Reaction to gain Resistance to Damage from magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Personal Coven|Personal Coven]] || 14th || You can form a Coven with your allies and share Known Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Potent Coven|Potent Coven]] || 18th || Coven Spells are cast at a higher Level&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Caustic Brew|Caustic Brew]], [[Level 1#Hideous Laughter|Hideous Laughter]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Alter Self|Alter Self]], [[Level 2#Wither and Bloom|Wither and Bloom]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Bestow Curse|Bestow Curse]], [[Level 3#Stinking Cloud|Stinking Cloud]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Aversion|Aversion]], [[Level 4#Lost Legacy|Lost Legacy]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Contagion|Contagion]], [[Level 5#Dominate Person|Dominate Person]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weird Magicks ====&lt;br /&gt;
&#039;&#039;1st Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Coven you serve grants you knowledge of their unorthodox Spellcasting. When you cast a Warlock Spell of 1st Level or higher, you can replace its Damage Type with a Damage Type from another Warlock Spell you Know, altering the Spell for this casting only. Spells cast in this way resemble the strange magic of the hags, and may be unrecognizable to traditional Spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deviant Recovery ====&lt;br /&gt;
&#039;&#039;6th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have been granted rare insights into the magic of Covens. As an Action, you can expend a use of your Draw On Power feature. When you do this, you touch a number of willing Spellcasters equal to your number of maximum Pact Slots. A Spellcaster you touch in this way immediately regains expended Spell Slots that have a combined Level equal to the Level of your Pact Slot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vile Resilience ====&lt;br /&gt;
&#039;&#039;10th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have served your Coven well and they have rewarded you with a strange magical ward, When you take Damage from a spell or other magical effect. You can use your Reaction when you would take Damage from a Spell or a magical effect. When you do so, you gain Resistance to all the Damage dealt by that Spell or magical effect until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Reaction a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Personal Coven ====&lt;br /&gt;
&#039;&#039;14th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have grown powerful enough to form a Coven of your own. At the end of a Long Rest, choose up to two other willing Spellcasters to form your Coven with. While all members of the Coven are within 30ft of one another, all members of the Coven can cast the Spells Prepared by another member of the Coven in addition to the member&#039;s own Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
All members of a Coven are always aware of the location of all other members, as long as all members are on the same plane of existence.&amp;lt;br&amp;gt;&lt;br /&gt;
When you form a Coven, the bond remains in place until you finish 1d6 Long Rests, or a Coven member dies. You can then form a new Coven at the end of your next Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Potent Coven ====&lt;br /&gt;
&#039;&#039;18th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you, or a member of your Coven from your Personal Coven feature casts a Spell gained from your Personal Coven feature, that Spell is cast at 1 Level higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Elder Sphinx ==&lt;br /&gt;
Immortal guardians of divine treasures, Sphinxes live to test mortals who desire the relics of forgotten deities. They are masters of riddles and other trials that reveal the true nature of those they put to the test. To an Elder Sphinx, time has no meaning, and legends say the most powerful Sphinxes can influence the flow of time with their ancient magic.&amp;lt;br&amp;gt;&lt;br /&gt;
You have entered into a pact with one such Elder Sphinx. Do you work in tandem, or did you fail the test of the Sphinx, and rather then perish you opted to serve them with your life?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elder Sphinx Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Guardian&#039;s Ward|Guardian&#039;s Ward]] || 1st || You can create a slowing field&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Time Slip|Time Slip]] || 6th || You can effectively teleport double your Speed by stopping time&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Inscrutable|Inscrutable]] || 10th || You&#039;re better at lying and immune to Divination Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eternal Guardian|Eternal Guardian]] || 10th || You don&#039;t need sustenance or sleep and age much slower&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Power of the Ancients|Power of the Ancients]] || 14th || You can cast the Time Stop Spell in your Guardian&#039;s Ward&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#A Game of Riddles|A Game of Riddles]] || 18th || You can counter Spells cast by enemies if they fail a Wisdom Saving Throw&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Command|Command]], [[Level 1#Sanctuary|Sanctuary]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Lesser Restoration|Lesser Restoration]], [[Level 2#Zone of Truth|Zone of Truth]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Sending|Sending]], [[Level 3#Slow|Slow]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Arcane Eye|Arcane Eye]], [[Level 4#Locate Creature|Locate Creature]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Dispel Evil and Good|Dispel Evil and Good]], [[Level 5#Legend Lore|Legend Lore]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guardian’s Ward ====&lt;br /&gt;
&#039;&#039;1st Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The power granted by your patron allows you to prevent the unworthy from approaching you, or the things you protect. You can use an Action to project a small but powerful ward outward from yourself, that is a Still Emanation with a Radius of a number of feet equal to 5 x your Charisma Modifier. When a creature enters the area of your Ward, or starts its turn within it, it must make a Strength Saving Throw against your Spell Save DC. On a failed Save, the creature&#039;s Speed is reduced to 0 until the start of its next turn. On a successful Save, the target is [[Conditions#Slowed|Slowed]] until the start of its next turn. The Ward lasts for 1 minute, until you lose Concentrate on the Ward, or until you leave the area of the Ward.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Time Slip ====&lt;br /&gt;
&#039;&#039;6th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can manipulate time, much like your patron. As a Bonus Action, you can pause time and move up to twice your Speed without provoking Opportunity Attacks. You can only use your Speed while time is stopped, you cannot use Actions, Bonus Actions, or Reactions. Time resumes when you finish your movement.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inscrutable ====&lt;br /&gt;
&#039;&#039;10th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron shields you from divination magic, much like they are shielded from such spells. You are immune to any effect that would sense your emotions or read your thoughts, as well as any Divination Spell that you choose not to be affected by. Additionally, any Wisdom (Insight) Checks made to ascertain your intentions or sincerity are made at Disadvantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eternal Guardian ====&lt;br /&gt;
&#039;&#039;10th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Sphinx you serve has blessed you with a semblance of their immortality. You no longer require food, drink, or sleep. In addition, for every 10 years that pass, your body ages only 1 year, and you are immune to being aged by magic.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power of the Ancients ====&lt;br /&gt;
&#039;&#039;14th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an empowered mastery over time, but only in your small area of influence. As an Action, while your Guardian&#039;s Ward feature is active, you can cast a limited version of the [[Level 9#Time Stop|Time Stop]] Spell without expending a Spell Slot or Material Components. While the [[Level 9#Time Stop|Time Stop]] Spell is active in this way, you can only interact with creatures and objects within the area of your Guardian&#039;s Ward feature. When this casting of the [[Level 9#Time Stop|Time Stop]] Spell ends, your Guardian&#039;s Ward feature ends as well.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature you must finish a Long Rest before you can use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A Game of Riddles ====&lt;br /&gt;
&#039;&#039;18th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature you can see within 30ft of you casts a Spell, you can use your Reaction to present a riddle to that creature. When you do, that creature either must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, the Spell fails and has no effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Fathomless ==&lt;br /&gt;
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? These beings are usually aberrations that are slowly trying to break into the world rather than using Aberrant Incursions.&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.&amp;lt;br&amp;gt;&lt;br /&gt;
Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fathomless Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Tentacle of the Deeps|Tentacle of the Deeps]] || 1st || You create a Tentacle to Attack enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Gift of the Sea|Gift of the Sea]] || 1st || You can swim and breathe underwater&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Oceanic Soul|Oceanic Soul]] || 6th || You get Resistance to Cold Damage and can speak to anyone while underwater&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Guardian Coil|Guardian Coil]] || 6th || You can use your Tentacle to block Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasping Tentacles|Grasping Tentacles]] || 10th || You get the [[Level 4#Black Tentacles|Black Tentacles]] Spell, it gives you Temporary Hit Points when you cast it, and it&#039;s harder for you to lose Concentration on it&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fathomless Plunge|Fathomless Plunge]] || 14th || You can teleport to water&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasp of the Deep|Grasp of the Deep]] || 18th || You can Grapple nearby enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Create or Destroy Water|Create or Destroy Water]], [[Level 1#Fog Cloud|Fog Cloud]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Gust of Wind|Gust of Wind]], [[Level 2#Silence|Silence]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Lightning Bolt|Lightning Bolt]], [[Level 3#Thunderstep|Thunderstep]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Control Water|Control Water]], [[Level 4#Summon Elemental|Summon Elemental (Water elemental only)]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Arcane Hand|Arcane Hand (Appears as a Tentacle)]], [[Level 5#Cone of Cold|Cone of Cold]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tentacle of the Deeps ====&lt;br /&gt;
&#039;&#039;1st Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically summon a spectral Tentacle that strikes at your foes. As a Bonus Action, you create a 10ft long Tentacle at a point you can see within 60ft of you. The Tentacle lasts for 1 minute or until you use this feature to create another Tentacle. As part of the Bonus Action you use to summon the Tentacle and as a Bonus Action on each subsequent turn while the Tentacle is active, you can move the Tentacle up to 30ft and make a Melee Spell Attack against one creature within 10ft of it. On a hit, the target takes 1d8 Cold Damage, and its Speed is reduced by 10ft until the start of your next turn. When you reach 10th Level in this class, the Damage increases to 2d8.&amp;lt;br&amp;gt;&lt;br /&gt;
You can summon the Tentacle a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of the Sea ====&lt;br /&gt;
&#039;&#039;1st Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Swimming Speed of 40ft, and can breathe both air and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oceanic Soul ====&lt;br /&gt;
&#039;&#039;6th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are now even more at home in the depths. You gain Resistance to Cold Damage. In addition, when you are fully submerged in water, any creature that is also fully submerged in that water can understand your speech, and you can understand theirs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guardian Coil ====&lt;br /&gt;
&#039;&#039;6th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Tentacle of the Deeps feature can defend you and others, interposing itself between them and harm. When you or a creature you can see takes Damage while within 10ft of your Tentacle summoned by your Tentacle of the Deeps feature, you can use your Reaction to choose one of those creatures and reduce the Damage taken by that creature by 1d8. When you reach 10th Level in this class, the Damage reduced is increased to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasping Tentacles ====&lt;br /&gt;
&#039;&#039;10th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn the [[Level 4#Black Tentacles|Black Tentacles]] Spell. It is a Warlock Spell for you, and does not count against your number of Spells Known. You can also cast the [[Level 4#Black Tentacles|Black Tentacles]] Spell as a Warlock Spell once without expending a Spell Slot, regaining the ability to do so when you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you cast the [[Level 4#Black Tentacles|Black Tentacles]] Spell, your patron’s magic bolsters you, granting you a number of Temporary Hit Points equal to your Warlock Level. Moreover, Damage can’t break your Concentration on the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fathomless Plunge ====&lt;br /&gt;
&#039;&#039;14th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically open temporary conduits to watery destinations. As an Action, you can teleport yourself and up to five other willing creatures that you can see within 30ft of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water of your choice that you’ve seen that&#039;s the size of a pond or larger,  or within 30ft of it, each creature appears in an unoccupied space within 30ft of the others.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasp of the Deep ====&lt;br /&gt;
&#039;&#039;18th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you usher in the restricting grasp of the deep. Choose any number of creatures within 120ft of you. Those creature make a Dexterity Saving Throw as tentacles grasp them. On a failed Save, a creature is [[Conditions#Grappled|Grappled]] for 1 minute. At the end of a [[Conditions#Grappled|Grappled]] creature&#039;s turn, it can repeat the Save, ending the effect on a success.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Fiend ==&lt;br /&gt;
You have made a pact with an evil highling, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fiend Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dark One&#039;s Blessing|Dark One&#039;s Blessing]] || 1st || When you kill an enemy you get Temporary Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dark One&#039;s own Luck|Dark One&#039;s own Luck]] || 6th || You can buff your failed Ability Checks and Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fiendish Resilience|Fiendish Resilience]] || 10th || You can get a Damage Resistance of your choice&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hurl Through Hell|Hurl Through Hell]] || 14th || You can deal a ton of Psychic Damage to a creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fiendish Retribution|Fiendish Retribution]] || 18th || You can hurt foes that hurt you&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Burning Hands|Burning Hands]], [[Level 1#Command|Command]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Blindness/Deafness|Blindness/Deafness]], [[Level 2#Scorching Ray|Scorching Ray]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Fireball|Fireball]], [[Level 4#Stinking Cloud|Stinking Cloud]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Fire Shield|Fire Shield]], [[Level 4#Wall of Fire|Wall of Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Hallow|Hallow]], [[Level 5#Immolation|Immolation]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark One’s Blessing ====&lt;br /&gt;
&#039;&#039;1st Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you reduce a creature to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma Modifier + your Warlock Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark One’s own Luck ====&lt;br /&gt;
&#039;&#039;6th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can call on your patron to alter fate in your favor. As a Reaction when you fail on an Ability Check or Saving Throw, you can add a d10 to your roll.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fiendish Resilience ====&lt;br /&gt;
&#039;&#039;10th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish a Long Rest, choose one Damage Type. You gain Resistance to that Damage Type until you you finish a Long Rest. Damage from magical [[Armor and Weapons#Weapons|Weapons]] or silvered [[Armor and Weapons#Weapons|Weapons]] ignores this Resistance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hurl Through Hell ====&lt;br /&gt;
&#039;&#039;14th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with an Attack, you can use this feature to bombard the creature with psychic pain and visions of flame and fire.&amp;lt;br&amp;gt;&lt;br /&gt;
The target is [[Conditions#Incapacitated|Incapacitated]] until the end of your next turn. At the end of your next turn, the target takes 10d10 Psychic Damage as it reels from its horrific experience.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fiendish Retribution ====&lt;br /&gt;
&#039;&#039;18th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature within 30ft of you deals Damage to you, you can use your Reaction to deal 2d6 Psychic Damage and 2d6 Fire Damage to that creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Genie ==&lt;br /&gt;
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach. Many genies who do not live in Drakomere are invasive forces who want a taste of the power in the Chaos.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Genie Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Genie&#039;s Choice|Genie&#039;s Choice]] || 1st || You choose a type of Genie&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Genie&#039;s Vessel|Genie&#039;s Vessel]] || 1st || You get a lamp that you can enter, you can also deal extra Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elemental Gift|Elemental Gift]] || 6th || You get Resistance to a Damage Type and can fly&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Sanctuary Vessel|Sanctuary Vessel]] || 10th || You can have allies enter your lamp and you can take Long Rests in it&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Limited Wish|Limited Wish]] || 14th || You can cast any Spell of 6th Level or lower once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Wish Magic|Wish Magic]] || 18th || You get the [[Level 9#Wish|Wish]] Spell and it&#039;s harder to lose&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. You add all the Spells in the Genie Spells column, and all the Spells in the column of the type of Genie you selected in your Genie&#039;s Power feature to the Warlock Spell List.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spells&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Genie Spells !! Dao Spells !! Djinni Spells !! Efreeti Spells !! Marid Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Detect Evil and Good|Detect Evil and Good]] || [[Level 1#Sanctuary|Sanctuary]] || [[Level 1#Thunderwave|Thunderwave]] || [[Level 1#Burning Hands|Burning Hands]] || [[Level 1#Fog Cloud|Fog Cloud]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Demand Offering|Demand Offering]] || [[Level 2#Dust Devil|Dust Devil]] || [[Level 2#Gust of Wind|Gust of Wind]] || [[Level 2#Scorching Ray|Scorching Ray]] || [[Level 2#Blur|Blur]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Create Food and Water|Create Food and Water]] || [[Level 3#Meld Into Stone|Meld Into Stone]] || [[Level 3#Wind Wall|Wind Wall]] || [[Level 3#Fireball|Fireball]] || [[Level 3#Wall of Water|Wall of Water]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Phantasmal Killer|Phantasmal Killer]] || [[Level 4#Stone Shape|Stone Shape]] || [[Level 4#Greater Invisibility|Greater Invisibility]] || [[Level 4#Fire Shield|Fire Shield]] || [[Level 4#Control Water|Control Water]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Creation|Creation]] || [[Level 5#Wall of Stone|Wall of Stone]] || [[Level 5#Seeming|Seeming]] || [[Level 5#Immolation|Immolation]] || [[Level 5#Cone of Cold|Cone of Cold]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Genie&#039;s Choice ====&lt;br /&gt;
&#039;&#039;1st Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the following types of Genies: Dao (Earth), Djinni (Air), Efreeti (Fire), Marid (Water). This choice will affect features in this class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Genie’s Vessel ====&lt;br /&gt;
&#039;&#039;1st Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The Vessel is a Tiny object, and you can use it as a Warlock Spellcasting Focus. While you are touching the Vessel, you can use it in the following ways:&lt;br /&gt;
*&#039;&#039;&#039;Bottled Respite.&#039;&#039;&#039; As an Action, you can magically vanish and enter your Vessel, which remains in the space you left. The interior of the Vessel is an extradimensional space in the shape of a 20ft Radius Cylinder that&#039;s 20ft high, and resembles your Vessel. The interior is appointed with cushions and low tables and is a comfortable temperature for you. While inside, you can hear the area around your Vessel as if you were in its space. You can remain inside the Vessel up to a number of hours equal to 2 x your Proficiency Bonus. You can exit the Vessel early as a Free Action, and you exit early if you die, or the Vessel is destroyed. When you exit the Vessel, you appear in an unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the Vessel is destroyed, every object stored there harmlessly appears in an unoccupied spaces closest to the Vessel’s former space. Once you enter the Vessel, you can’t enter again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Genie’s Wrath.&#039;&#039;&#039; Once during each of your turns when you hit on an Attack, you can deal additional Damage to the target equal to your Proficiency Bonus. The type of this damage is determined by your patron: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).&lt;br /&gt;
The Vessel’s AC equals your Spell Save DC. It has a number of Hit Points equal your Warlock Level + your Proficiency Bonus, and it is Immune to Poison and Psychic Damage.&lt;br /&gt;
If the vessel is destroyed or you lose it, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony can be performed during a Short or Long Rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elemental Gift ====&lt;br /&gt;
&#039;&#039;6th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You begin to take on characteristics of your patron’s kind. You gain have Resistance to a Damage Type determined by your patron: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, as a Bonus Action, you can give yourself a 30ft Flying Speed for 10 minutes, during which you can hover. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sanctuary Vessel ====&lt;br /&gt;
&#039;&#039;10th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your Vessel from your Genie&#039;s Vessel feature via your Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30ft of you, the chosen creatures enter the Vessel with you in the same way.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can force any number of creatures to exit the Vessel. Also, all creatures exit the Vessel if you die or the Vessel is destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, any creature that remains in the Vessel for at least 10 minutes gains the benefit of finishing a Short Rest, adding your Proficiency Bonus to the number of Hit Points they regain if they spend any Hit Dice as part of that Short Rest. Also, any creature that remains in your Vessel for 1 and a half hours gains the benefit of finishing a Long Rest, and gains a number of Temporary Hit Points equal to your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Limited Wish ====&lt;br /&gt;
&#039;&#039;14th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You entreat your patron to grant you a small wish. As an Action, you can speak your desire to your Genie’s Vessel, requesting the effect of a Spell of 6th Level or lower with a Casting Time of 1 Action from any class&#039;s Spell List, and without expending a Spell Slot or Components.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish 1d4 Long Rests.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wish Magic ====&lt;br /&gt;
&#039;&#039;18th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the [[Level 9#Wish|Wish]] Spell as an option for your Mystic Arcanum (9th Level) feature. You can cast either the [[Level 9#Wish|Wish]] Spell or the Spell you selected when you use that feature. When you cast the [[Level 9#Wish|Wish]] Spell and would roll a d6 to determine if you lose the ability to cast the [[Level 9#Wish|Wish]] Spell, you instead roll a d12.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Great Old One ==&lt;br /&gt;
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. These creatures can be outside Drakomere, wanting to break into Drakomere for its concentrated creation energy, or are one of the seven Aberrant Lords in the Twisted-Lands.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Great Old One Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Awakened Mind|Awakened Mind]] || 1st || You can speak telepathically and can cast an Invisible Mage Hand&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Entropic Ward|Entropic Ward]] || 6th || You can make Attacks against you worse&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Thought Shield|Thought Shield]] || 10th || You get Immunity to Psychic Damage and deal any Psychic Damage you wold take back to the foe that tried to Damage you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Create Thrall|Create Thrall]] || 14th || You can [[Conditions#Charmed|Charm]] a creature permanently&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasping Will|Grasping Will]] || 18th || You mind control the creature you [[Conditions#Charmed|Charm]] with Create Thrall&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Bane, Cloak of Secrets, Command, Dissonant Whispers, Faerie Fire, Hideous Laughter, Silent Image, Silvery Barbs, &lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Alter Self, Augmenting Wall, Crown of Madness, Detect Thoughts, Demand Offering, Magic Mouth, Phantasmal Force, Rope Trick, Silence, They Know, Unspoken Name, Vortex Warp, Wristpocket&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Ally Across Time, Blink, Dominate Beast, Enthrall, Sending&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Aversion, Bestow Curse, Black Tentacles, Divination, Lost Legacy, &lt;br /&gt;
|-&lt;br /&gt;
| 5th || Contagion, Dominate Person, Mislead, Modify Memory, Passwall, Planar Binding, Reincarnate, Sinking Maw, Sonic Boom, Taboo, Telekinesis&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Awakened Mind ====&lt;br /&gt;
&#039;&#039;1st Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The hidden potential of your mind is unlocked. You can telepathically communicate with any creature you can see within 60ft. You don’t need to share a [[Languages|Language]], but the target must speak at least one [[Languages|Language]] in order to respond to you. You can only use this feature to communicate with one creature at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you learn the [[Cantrips#Mage Hand|Mage Hand]] Cantrip, but it doesn&#039;t count against your number of Cantrips Known. When you cast the [[Cantrips#Mage Hand|Mage Hand]] Cantrip, it does not require Components and the mage hand is [[Conditions#Invisible|Invisible]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Entropic Ward ====&lt;br /&gt;
&#039;&#039;6th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature hits you with an Attack, you can use your Reaction to impose Disadvantage on that roll. If the Attack misses you, your next Attack against the creature that Attacked you has Advantage before the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thought Shield ====&lt;br /&gt;
&#039;&#039;10th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your thoughts can’t be read by any means unless you allow it. You also gain Immunity to Psychic Damage, and whenever a creature would deal Psychic Damage to you, that creature takes the amount of Psychic Damage it would have dealt to you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Thrall ====&lt;br /&gt;
&#039;&#039;14th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to infect a Humanoid’s mind with the alien magic of your patron. You can use your Action to touch an [[Conditions#Incapacitated|Incapacitated]] Humanoid. That creature becomes [[Conditions#Charmed|Charmed]] by you, which ends only if the [[Level 3#Remove Curse|Remove Curse]] Spell or similar magic is cast on it, or you use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
While [[Conditions#Charmed|Charmed]] in this way, you can telepathically communicate with that creature while you and that creature are on the same plane of existence.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasping Will ====&lt;br /&gt;
&#039;&#039;18th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A creature you [[Conditions#Charmed|Charm]] with your Create Thrall feature, is permanently under the effects of the [[Level 5#Dominate Person|Dominate Person]] Spell as if you had cast it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Great Wyrm ==&lt;br /&gt;
Inherently magical creatures with incredibly long lifespans, dragons hoard not only wealth and material possessions, but servants and slaves as well. Benevolent and malicious, kind and terrible, good and evil, ancient dragons of all types have motivations beyond comprehension to most mortal beings.&amp;lt;br&amp;gt;&lt;br /&gt;
What sort of bargain did you enter into in order to access the overwhelming elemental power of an ancient dragon?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Great Wyrm Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Draconic Spark|Draconic Spark]] || 1st || You choose a type of Dragon and corresponding Damage Type to gain Resistance to, you also learn [[Languages|Draikyaan]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elemental Potency|Elemental Potency]] || 6th || You deal more Damage with your Draconic Spark Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Imposing Presence|Imposing Presence]] || 10th || You&#039;re Immune to being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]], and if someone tries to [[Conditions#Charmed|Charm]] or [[Conditions#Frightened|Frighten]] you they take Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dragon Wings|Dragon Wings]] || 14th || You can fly&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elemental Reach|Elemental Reach]] || 18th || You choose two more types of Dragons and corresponding Damage Types for you Draconic Spark&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Absorb Elements, Chaos Bolt, Chromatic Orb, Command, Detect Magic, Identify, Thunderwave&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Binding Ice, Demand Offering, Detect Thoughts, Draconic Scorcher, Dragon&#039;s Breath, Dragon&#039;s Voice, Gust of Wind, Heat Metal, Scorching Ray, See Invisibility&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Call Lightning, Draconic Stride, Elemental Weapon, Fireball, Haste, Instant Audience, Lightning Bolt, Magnificent Tower, Minute Meteors, Motivational Speech, Protection From Energy,&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Compulsion, Destructive Resonance, Divination, Ice Storm, Vitriolic Sphere, Polymorph, Secret Chest, Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Cone of Cold, Control Winds, Creation, Destructive Wave, Dominate Person, Fingers of Lightning, Flame Strike, Freedom of the Winds, Immolation, Sonic Boom, &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Draconic Spark ====&lt;br /&gt;
&#039;&#039;1st Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Great Wyrm imbues you with a Draconic Spark, a fraction of its elemental power. Ancient Dragons can impart any element, but they most often bestow one that matches their Breath Weapon. Choose either Acid, Cold, Fire, Force, Lighting, Necrotic, Poison, Psychic, Radiant, or Thunder for your Draconic Spark. You gain Resistance to your Draconic Spark Damage Type, and any time you cast a Warlock Spell that deals Damage, you can change the Damage Type of the Spell to your Draconic Spark Damage Type.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the power of your Draconic Spark allows you to speak, read, and write [[Languages|Draikyaan]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elemental Potency ====&lt;br /&gt;
&#039;&#039;6th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The power of your Spark grows, increasing the power of your Spells. When you cast a Spell of 1st Level or higher that deals your Draconic Spark Damage Type before you change the Damage Type with your Draconic Spark feature, you add a d8 to the Damage of the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Imposing Presence ====&lt;br /&gt;
&#039;&#039;10th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body has been steeped in the overwhelming draconic magic of your patron, empowering your willpower and force of personality. You are Immune to the [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]] Conditions and when a creature would attempt to [[Conditions#Charmed|Charm]] or [[Conditions#Frightened|Frighten]] you, it takes Psychic Damage equal to your Warlock Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dragon Wings ====&lt;br /&gt;
&#039;&#039;14th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to magically manifest a pair of leathery dragon wings from your back, which grant you a Flying Speed equal to your Walking Speed, and last until you  dismiss the wings as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elemental Reach ====&lt;br /&gt;
&#039;&#039;18th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose two of the Damage Types listed in your Draconic Spark feature that you did not choose previously. When you use your Draconic Spark feature and your Elemental Potency feature, you can use those Damage Types as well as the Damage Type you originally chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Hexblade ==&lt;br /&gt;
You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.&amp;lt;br&amp;gt;&lt;br /&gt;
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events in Drakomere to her inscrutable ends. The Raven Queen and her blades wish to break into Drakomere.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hexblade Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hexblade&#039;s Curse|Hexblade&#039;s Curse]] || 1st || You can mark a creature, dealing extra Damage to it, increasing your Crit Range against it, and gaining Temporary Hit Points when you kill it&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hex Warrior|Hex Warrior]] || 1st || You can bond to a [[Armor and Weapons#Weapons|Weapons]] and use your Charisma for your Attacks with it, you can also dissipate and summon it, all your Pact Weapons with Pact of the Blade are bonded [[Armor and Weapons#Weapons|Weapons]], you also get Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Accursed Specter|Accursed Specter]] || 6th || When you kill a Humanoid you can make it a ghost to serve you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Armor of Hexes|Armor of Hexes]] || 10th || When a creatures marked with Hexblade&#039;s Curse hits you, you have a 50% chance not to get hit&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hexed Fury|Hexed Fury]] || 14th || You can enter a frenzy when you mark a creature with Hexblade&#039;s Curse, being way better at Attacking marked creatures&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Master of Hexes|Master of Hexes]] || 18th || When you kill a marked creature you can mark another creature for free&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Compelled Duel, Dissonant Whispers, Ensnaring Strike, Halo of Glory, Heroism, Hunter&#039;s Mark Searing Smite, Shield, Shield of Faith, Silvery Barbs, Sudden Spark, Wrathful Smite, Zephyr Strike&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Bark Skin, Blur, Branding Smite, Flame Blade, Gale Weapons, Heat Metal, Kinetic Jaunt, Magic Weapon, Spiritual Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Allegro, Battle Trance, Battlemind Link, Blink, Cold Snap, Crusader&#039;s Mantle, Elemental Weapon, Gluey Globule, Haste, Slow&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Fire Shield, Frost Armor, Holy Glare, March of Blades, Phantasmal Killer, Staggering Smite&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Banishing Smite, Cone of Cold, Holy Weapon, Shining Armor, Steel Wind Strike&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hexblade’s Curse ====&lt;br /&gt;
&#039;&#039;1st Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to place a baleful curse on someone. As a Bonus Action, choose one creature you can see within 30ft of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are [[Conditions#Incapacitated|Incapacitated]]. Until the curse ends, you gain the following benefits:&lt;br /&gt;
*You gain a bonus to Damage rolls against the cursed target equal to your Proficiency Bonus.&lt;br /&gt;
*Your Crit Range is increased by 1 on Attacks against the target.&lt;br /&gt;
*If the cursed target dies, you regain Hit Points equal to your Warlock Level + your Charisma Modifier.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Warrior ====&lt;br /&gt;
&#039;&#039;1st Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You acquire the training necessary to effectively arm yourself for battle. You gain Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]].&amp;lt;br&amp;gt;&lt;br /&gt;
The influence of your patron also allows you to mystically channel your will through a particular [[Armor and Weapons#Weapons|Weapons]]. Whenever you finish a Long Rest, you can touch one [[Armor and Weapons#Weapons|Weapons]] that you are Proficient with and that lacks the Two-Handed Property. When you Attack with that [[Armor and Weapons#Weapons|Weapons]], you can use your Charisma Modifier, instead of Strength or Dexterity, for the Attack and Damage Rolls. This benefit lasts until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Every [[Armor and Weapons#Weapons|Weapons]] you summon with a Pact of The Blade Pact Boon gains the benefit of this feature, no matter the [[Armor and Weapons#Weapons|Weapon&#039;s]] type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Accursed Specter ====&lt;br /&gt;
&#039;&#039;6th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can curse the soul of a person you slay, temporarily binding it to your service. When you reduce a Humanoid to 0 Hit Points, you can cause its spirit to rise from its corpse as a Specter. When the Specter appears, it gains Temporary Hit Points equal to half your Warlock Level. The Specter acts after you in Initiative and you must command it using a Bonus Action. If you do not give the Specter a command, it will take the Dodge Action.&amp;lt;br&amp;gt;&lt;br /&gt;
The Specter has a bonus to its Attack Rolls equal to your Charisma Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
The specter remains in your service until the end of your next Long Rest, at which point it vanishes to the afterlife.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you bind a Specter with this feature, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Armor of Hexes ====&lt;br /&gt;
&#039;&#039;10th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your hex grows more powerful. If the target cursed by your Hexblade’s Curse feature hits you with an Attack, you can use your Reaction to roll a d6. If you roll a 4, 5, or 6, the Attack misses you instead, regardless of the Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hexed Fury ====&lt;br /&gt;
&#039;&#039;14th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you curse a creature with your Hexblade&#039;s Curse feature, you can choose to enter a state of Frenzy. While in this Frenzy, you can only Attack creature&#039;s cursed by your Hexblade&#039;s Curse feature or marked by similar abilities and magic. When you Attack one of these creatures, your Crit Range is doubled and you deal an additional 2d6 Psychic Damage on a hit. This Frenzy lasts for 1 minute or until no creatures are cursed by your Hexblade&#039;s Curse feature or marked with similar abilities and magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you enter this state of Frenzy, you cannot do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master of Hexes ====&lt;br /&gt;
&#039;&#039;18th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse feature dies, you can apply the curse to a different creature you can see within 30ft of you without expending a use of the feature, provided you aren’t [[Conditions#Incapacitated|Incapacitated]].&amp;lt;br&amp;gt;&lt;br /&gt;
Also, when you curse a creature with your Hexblade&#039;s Curse feature, you can choose one willing creature within 30ft of you. That creature also gains the benefits of your Hexblade&#039;s Curse feature against the cursed creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Primeval Growth ==&lt;br /&gt;
Not all who serve nature seek balance as Druidic Circles do. Older, and oftentimes more sinister forces are at work in the ancient forests of the world. Eldest of all plant life, ancient trees, sacred groves, and sentient forests can remember an age when plants, not mortals or beasts, dominated the land. These ancient beings are known as Primeval Growths, the power limited only by the roots that hold them in place.&amp;lt;br&amp;gt;&lt;br /&gt;
Able to channel elder nature magic, these ancient beings lend their power to mortals who have the ability to move about the world, and can work to enact their primal will.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Primeval Growth Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasping Vines|Grasping Vines]] || 1st || You get Thorn Whip and when you deal Damage or [[Conditions#Restrained|Restrain]] with [[Cantrips#Thorn Whip|Thorn Whip]] or a Spell from your Expanded Spell List you can deal extra Damage and get that much Temporary Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Primeval Resistance|Primeval Resistance]] || 6th || You&#039;re AC can&#039;t be less than 16 and you target two creatures with [[Cantrips#Thorn Whip|Thorn Whip]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Arboreal Guardian|Arboreal Guardian]] || 10th || You get Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage and can use photosynthesis&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Wrath of the Wilds|Wrath of the Wilds]] || 14th || You can [[Conditions#Restrained|Restrain]] nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Primeval Manifestation|Primeval Manifestation]] || 18th || You don&#039;t care about mundane Difficult Terrain, get Resistance to Poison Damage, and deal Damage to [[Conditions#Restrained|Restrained]] creatures&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Earth Tremor, Ensnaring Strike, Entangle, Find Familiar, Goodberry, Ray of Sickness, Snare, Hail of Thorns&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Acid Arrow, Animal Messenger, Ashen Memory, Barkskin, Beanstalk, Beast Sense, Earthen Grasp, Find Steed, Locate Animals or Plants, Protection From Poison, Spike Growth, Web, Wither and Bloom&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Acid Cloud, Ashen Path, Elemental Weapon, Erupting Earth, Life Transference, Plant Growth&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Faithful Hound, Grasping Vine, Glistening Acid Slick, Grasping Vine, Guardian of Nature, Nature&#039;s Balance, Stockade Sprouts, Stone Shape, Stoneskin, Storm Sphere Vitriolic Sphere,&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Cone of Cold, Contagion, Sinking Maw, Sun Flower, Tree Stride, Wrath of Nature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasping Vines ====&lt;br /&gt;
&#039;&#039;1st Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your pact with the Primeval Growth you are imbued with a seed of natural magic. You learn the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip as a Warlock Spell that doesn&#039;t count against your number of Cantrips Known. When you hit a creature with the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip, or when you Damage or [[Conditions#Restrained|Restrain]] a creature with one of the Spells from your Expanded Spell List feature, you can use a Bonus Action to drain the life force from one target of the Spell. When you do so, the creature takes Necrotic Damage equal to your Warlock Level, and you immediately gain Temporary Hit Points equal to your Warlock Level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Bonus action a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primeval Resistance ====&lt;br /&gt;
&#039;&#039;6th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic of the Primeval Growth has begun to change your body. Your skin becomes rough and treelike, and your Armor Class cannot be less than 16. In addition, when you cast the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip, you can target up to two creatures that are within the Range of the Spell&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arboreal Guardian ====&lt;br /&gt;
&#039;&#039;10th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your bark-like skin grants you Resistance to all non-magical Bludgeoning, Piercing, and Slashing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you no longer require food or drink, if you spend at least one hour in sunlight each day.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wrath of the Wilds ====&lt;br /&gt;
&#039;&#039;14th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use an Action to lash out with grasping roots at a number of creatures within 30ft, equal to your Proficiency Bonus. Each creature you chose must make a Strength Saving Throw, or be [[Conditions#Restrained|Restrained]] for 1 minute. As an Action, creatures [[Conditions#Restrained|Restrained]] in this way can make a Strength (Athletics) Check against your Spell Save DC, escaping from the primeval growth on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primeval Manifestation ====&lt;br /&gt;
&#039;&#039;18th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the Primeval Growth has fully manifested in you, you gain the following benefits:&lt;br /&gt;
*You are unaffected by non-magical Difficult Terrain.&lt;br /&gt;
*You gain Resistance to Poison Damage.&lt;br /&gt;
*Creatures [[Conditions#Restrained|Restrained]] by you take Poison Damage and Piercing Damage equal to your Proficiency Bonus at the start of each of your turns.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Titan ==&lt;br /&gt;
Powerful giants bound together by elemental magic, hulking elementals that would become the landscape itself, and legendary Titans, like the Tarrasque, that still slumber beneath the earth. In remote places of the material plane these ancient beings sleep, their power dormant, waiting for an opportunity to remind the world of their existence.&amp;lt;br&amp;gt;&lt;br /&gt;
Why were you chosen by a Titan? Are they trapped, and need someone to carry out their will in the world, or do you draw your power from an ancient slumbering giant?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Titan Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elder Soul|Elder Soul]] || 1st || You get more health, and learn the [[Languages|Language]] of, and are better at interacting with either Giants or Elementals&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Colossal Form|Colossal Form]] || 1st || You increase your Size and add your Charisma Modifier to your Strength Ability Checks, Saving Throws, and Damage Rolls&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Titanic Endurance|Titanic Endurance]] || 6th || You can reduce Damage you take&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Stalwart Brood|Stalwart Brood]] || 10th || You add your Charisma Modifier to your Strength and Constitution Checks and Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Legendary Behemoth|Legendary Behemoth]] || 14th || You grow two Sizes and deal more Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Retributive Behemoth|Retributive Behemoth]] || 18th || You can hurt and knock [[Conditions#Prone|Prone]] foes that hurt you&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Absorb Elements, Catapult, Chaos Bolt, Chromatic Orb, Earth Tremor&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Barkskin, Dragon&#039;s Breath, Dust Devil, Earthbind, Earthen Grasp, Enlarge/Reduce (Enlarge Only), Flame Blade, Flaming Sphere, Heat Metal, Spike Growth&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Bolstering Brew, Elemental Weapon, Erupting Earth, Meld Into Stone, Minute Meteors, Protection From Energy, Quakewalk, Roaming Pit, Sand Cloak, Wall of Sand&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Destructive Resonance, Frost Armor, Polymorph, Staggering Smite, Steam Strike, Stockade Sprouts, Stoneskin, Stone Shape, Storm Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Create Golem, Destructive Wave, Reincarnate, Sinking Maw, Sonic Boom, Steel Wind Strike, Telekinesis, Transmute Rock, Wall of Stone&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elder Soul ====&lt;br /&gt;
&#039;&#039;1st Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Titanic patron greatly enhances your durability. Your Hit Point Maximum increases by 1, and it increases by 1 again whenever you gain a Level in this class. You also learn to speak, read, and write [[Languages|Elemental]] or [[Languages|Giant]] (your choice) Whenever you make a Charisma check when interacting with Elementals (if you chose Elemental) or Giants (if you chose Giant) your Proficiency Bonus is doubled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Colossal Form ====&lt;br /&gt;
&#039;&#039;1st Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel your patron&#039;s power to grow in size. As a Bonus Action on your turn, you can transform into your Colossal Form, increasing your Size Category by one. While in your Colossal Form, you gain a bonus to the following rolls equal to your Charisma Modifier:&lt;br /&gt;
*All Strength Ability Checks and Strength Saving Throws.&lt;br /&gt;
*All Damage rolls for Strength Melee Weapon Attacks.&lt;br /&gt;
Your Colossal Form lasts for 1 minute, and only ends early if you are [[Conditions#Incapacitated|Incapacitated]] or you choose to end it as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Titanic Endurance ====&lt;br /&gt;
&#039;&#039;6th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the resilience of your patron to reduce incoming Damage. You have a pool of d8s that you spend to fuel this Damage reduction. The number of dice in the pool is equal to 1 + your Warlock Level. As a Reaction, when you take Damage, you can expend a number of dice from this pool, reducing the Damage you took by an amount equal to the combined dice rolls + your Charisma Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain all expended dice at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stalwart Brood ====&lt;br /&gt;
&#039;&#039;10th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your gargantuan patron has deepened. You add your Charisma Modifier to your Strength and Constitution Checks and Saving Throws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legendary Behemoth ====&lt;br /&gt;
&#039;&#039;14th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered the magic of the Titans, and can wield their power with ease. When you adopt your Colossal Form from your Colossal Form feature, you can choose to grow by two Size Categories instead. When you hit a creature with a Weapon Attack while transformed, you can roll one of the Weapon&#039;s Damage dice an additional time, adding the result to the Damage of the Attack. In addition, once you adopt your Colossal Form, it lasts until you are [[Conditions#Incapacitated|Incapacitated]] or end it as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Retributive Behemoth ====&lt;br /&gt;
&#039;&#039;18th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature within 10ft of you deals Damage to you, you can use your Reaction to deal 2d6 Magical Bludgeoning Damage to that creature and knock it [[Conditions#Prone|Prone]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Unblinking ==&lt;br /&gt;
You have entered the service of one of the great and paranoid tyrants known only as Beholders. Their origins are unknown, but their presence is felt in nearly every major city and keep where mortals dwell. Preferring to have others do their dirty work, Beholders are known for employing vast networks of mortals to carry out their paranoid and tyrannical will.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Unblinking Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Unblinking Eye|Unblinking Eye]] || 1st || You get an Unblinking Eye on your forehead, Proficiency in Perception, and add your Charisma Modifier to Perception&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Ocular Ray|Ocular Ray]] || 1st || You can use your Unblinking Eye to cast Spells that make Attack Rolls better&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Unsleeping Awareness|Unsleeping Awareness]] || 6th || You can&#039;t be Surprised and deal more Damage with Spells you cast with your Unblinking Eye&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Prescient Eye|Prescient Eye]] || 10th || You can enter a state where you&#039;re better at Initiative and can add to your AC&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eye Tyrant|Eye Tyrant]] || 14th || You get an anti magic cone from your Unblinking Eye&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#All Seeing Eye|All Seeing Eye]] || 18th || You get Truesight in your ani magic cone and you&#039;re Spells cast with your Unblinking Eye are more powerful&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Chaos Bolt, Chromatic Orb, Guiding Bolt, Ice Knife, Inflict Wounds, Ray of Sickness, Witch Bolt&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Acid Arrow, Draconic Scorcher, Invisibility, Levitate, Ray of Enfeeblement, Scoring Ray, Spiritual Weapon, &lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Blink, Flame Armor, Minute Meteors&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Divination, Holy Glare, Steam Strike, Vitriolic Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Dominate Person, Sun Flower, Telekinesis, Telepathic Bond,&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unblinking Eye ====&lt;br /&gt;
&#039;&#039;1st Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Patron magiaclly implants you with an additional Unblinking Eye, reminiscent of theirs, in the center of your forehead. You gain Proficiency in Perception, and you add your Charisma Modifier to your Wisdom (Perception) Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ocular Ray ====&lt;br /&gt;
&#039;&#039;1st Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Unblinking Eye from your Unblinking Eye feature as a Spellcasting Focus for any Spell that requires an Attack Roll.&amp;lt;br&amp;gt;&lt;br /&gt;
When using your Unblinking Eye as a Spellcasting Focus, you do not need to have a free hand and you can ignore the Somatic Components for your Spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unsleeping Awareness ====&lt;br /&gt;
&#039;&#039;6th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic of your otherworldly Unblinking Eye from your Unblinking Eye feature has grown. You cannot be Surprised, even if you are sleeping, as your Unblinking Eye remains ever alert.&amp;lt;br&amp;gt;&lt;br /&gt;
Moreover, when you cast a Spell using your Unblinking Eye as the Spellcasting Focus, you can add your Charisma Modifier to one Damage Roll of that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prescient Sight ====&lt;br /&gt;
&#039;&#039;10th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the eldritch power of your Patron to glimpse the near future. You can use an Action to enter a heightened state of prescience for 10 minutes. You must Concentrate on this effect. While in this state you gain the following benefits:&lt;br /&gt;
*You add your Charisma Modifier to your Initiative Rolls.&lt;br /&gt;
*Creatures you can see cannot Attack you with Advantage.&lt;br /&gt;
*When you are hit by an Attack, you can use your Reaction to add a 1d4 bonus to your AC against that Attack.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eye Tyrant ====&lt;br /&gt;
&#039;&#039;14th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have unlocked the true power of your Patron. You can use an Action to have your Unblinking Eye from your Unblinking Eye feature emanates an antimagic zone in a 30ft Emanated Cone. The area of this Emanated Cone replicates the effects of the [[Level 8#Antimagic Field|Antimagic Field]] Spell non-magically.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each of your turns, you decide which direction your cone of antimagic faces until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Unblinking Eye emanates this cone for 1 minute. The effect ends early if you are [[Conditions#Incapacitated|Incapacitated]] or you choose to end the effect at the beginning of your turn as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== All Seeing Eye ====&lt;br /&gt;
&#039;&#039;18th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Truesight in the anti magic zone created by your Eye Tyrant feature, and Spells you cast using your Unblinking Eye as your Spellcasting Focus are cast at one Level higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Undead ==&lt;br /&gt;
You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Undead Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Form of Dread|Form of Dread]] || 1st || You can become scary to get Temporary Hit Points, [[Conditions#Frightened|Frighten]] creatures, and become Immune to being [[Conditions#Frightened|Frightened]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grave Touched|Grave Touched]] || 6th || You don&#039;t need air or sustenance, you can change your Damage to Necrotic Damage, and while in your Form of Dread you deal extra Necrotic Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Necrotic Husk|Necrotic Husk]] || 10th || You get Immunity to Necrotic Damage while in your Form of Dread and when you would die you can choose not to and deal Damage to nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Spirit Projection|Spirit Projection]] || 14th || You can split your body and your spirit getting a ton of buffs&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Unshackled Form|Unshackled Form]] || 18th || You&#039;re always in your spirit form from Spirit Projection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Bane, Dissonant Whispers, False Life, Ray of Sickness&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Blindness/Deafness, Phantasmal Force, Wither and Bloom&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Feign Death, Phantom Steed, Speak with the Dead, Spirit Guardians, Spirit Shroud&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Death Ward, Greater Invisibility, Vitriolic Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Antilife Shell, Cloudkill, Contagion, Insect Plague&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Form of Dread ====&lt;br /&gt;
&#039;&#039;1st Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You manifest an aspect of your patron’s dreadful power. As a Bonus Action, you transform into your Form of Dread for 1 minute. You gain the following benefits while transformed:&lt;br /&gt;
*You gain Temporary Hit Points equal to 1d10 + your Warlock Level that last until your Form of Dread ends.&lt;br /&gt;
*Once during each of your turns, when you hit a creature with an Attack Roll, you can force it to make a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Frightened|Frightened]] of you until the end of your next turn.&lt;br /&gt;
*You are Immune to the [[Conditions#Frightened|Frightened]] Condition.&lt;br /&gt;
You can transform a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grave Touched ====&lt;br /&gt;
&#039;&#039;6th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, once during each of your turns, when you hit a creature with an Attack, you can replace the Damage Type that you deal with Necrotic Damage. While you are in your Form of Dread form your Form of Dread feature, you can roll one additional Damage Die when determining the Necrotic Damage the target takes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Necrotic Husk ====&lt;br /&gt;
&#039;&#039;10th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to undeath and necrotic energy now saturates your body. You have resistance to Necrotic Damage. If you are in your Form of Dread from your Form of Dread feature, you instead become Immune to Necrotic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, when you would be reduced to 0 Hit Points, you can use your Reaction to drop to 1 Hit Point instead and cause your body to erupt with deathly energy. Each creature of your choice within 30ft of you takes Necrotic Damage equal to 2d10 + your Warlock Level. Once you use this Reaction, you can’t use it again until you finish 1d4 Long Rests.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit Projection ====&lt;br /&gt;
&#039;&#039;14th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your spirit can become untethered from your physical form. As an Action, you can project your Spirit from your body. The body you leave behind is [[Conditions#Unconscious|Unconscious]] and in a state of suspended animation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any Damage or other effects that apply to your Spirit or physical body affects the other. Your Spirit can remain outside your body for up to 1 hour or until your concentration on the effect. When your projection ends, your Spirit returns to your body or your body magically teleports to your Spirit’s space (your choice). While projecting your Spirit, you gain the following benefits:&lt;br /&gt;
*Your Spirit and body gain Resistance to Bludgeoning, Piercing, and Slashing Damage.&lt;br /&gt;
*When you cast a [[Conjuration]] or [[Necromancy]] Spell, the Spell doesn’t require Verbal or Somatic Components, or Material Components that lack a GP cost or are consumed.&lt;br /&gt;
*You have a Flying Speed equal to your Walking Speed and can hover. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force Damage if you end your turn inside a creature or an object.&lt;br /&gt;
*While you are in your Form of Dread from your Form Of Dread feature, once during each of your turns when you deal Necrotic Damage to a creature, you regain Hit Points equal to half the amount of Necrotic Damage dealt.&lt;br /&gt;
Once you use this feature, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unshackled Form ====&lt;br /&gt;
&#039;&#039;18th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have become unshackled from you physical body. You are permanently in your Spirit form from your Spirit Projection feature. You body is destroyed, but you keep all your possessions in your Spirit form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Wild Hunt ==&lt;br /&gt;
The Wild Hunt is a strange phenomenon that takes hold of mortals, driving them to hunt whatever poor creature they perceive to be their prey. The source of this phenomenon is unclear, but legends tell of raiding parties from the Fey Forest that draw wayward mortals into their hunt, or of individuals cursed by sinister druidic magic during the full moon.&amp;lt;br&amp;gt;&lt;br /&gt;
While its exact origins are unclear, mortals who are bound to this force by a pact start to take on strange and unusual characteristics of the Fey Forest; sprouting antlers and their ears growing pointed. As their appearance changes, they slowly lose who they are, becoming one with the Wild Hunt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wild Hunt Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hunter&#039;s Quarry|Hunter&#039;s Quarry]] || 1st || You get the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell and can cast it when you Attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Wild Warrior|Wild Warrior]] || 1st || You get Proficiency with Survival, [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Extra Attack|Extra Attack]] || 6th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Spirit of the Hunt|Spirit of the Hunt]] || 6th || You can summon a spirit to slow your foes&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Predatory Resolve|Predatory Resolve]] || 10th || When a creature you mark with Hunter&#039;s Mark attacks you, you can add to your AC, you can use your Spirit of the Hunt to protect yourself from Damage, and Hunter&#039;s Mark doesn&#039;t use Concentration for you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Brand of the Hunt|Brand of the Hunt]] || 14th || When you mark a creature with Hunter&#039;s Mark you can improve it, being much better at hunting that creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Lead the Hunt|Lead the Hunt]] || 18th || You can give allies the benefits of Hunter&#039;s Mark&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Animal Friendship, Beast Bond, Compelled Duel, Earth Tremor, Entangle, Find Familiar, Goodberry, Guiding Bolt, Hail of Thorns, Snare, Zephyr Strike&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Animal Messenger, Ashen Memory, Barkskin, Beanstalk, Beast Sense, Branding Smite, Find Steed, Flame Blade, Heat Metal, Kinetic Jaunt, Locate Animals or Plants, Locate Object, Magic Weapon, Spike Growth, Web, Wither and Bloom&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Allegro, Anticipate Thought, Ashen Path, Battle Trance, Conjure Barrage, Elemental Weapon, Flame Arrows, Haste, Plant Growth, Roaming Pit, Stinking Cloud&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Divination, Dominate Beast, Faithful Hound, Find Greater Steed, Glistening Acid Slick, Grasping Vine, Guardian of Nature, Locate Creature, Nature&#039;s Balance, Stockade Sprouts, Vitriolic Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Awaken, Commune With Nature, Conjure Volley, Contagion, Dominate Person, Reincarnate, Shining Armor, Sinking Maw, Steel Wind Strike, Sun Flower, Tree Stride, Wrath of Nature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter’s Quarry ====&lt;br /&gt;
&#039;&#039;1st Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can mark a creature as a quarry of the Wild Hunt. You learn the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell. It counts as a Warlock Spell for you, and it doesn&#039;t count against your Spells Known. When you hit a creature with a Weapon Attack, you can cast the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell as a Bonus Action, targeting that creature, as a Warlock Spell without expending a Spell Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Warrior ====&lt;br /&gt;
&#039;&#039;1st Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The dark magic of the Wild Hunt imbues you with the skills of an expert hunter. You gain Proficiency in Survival, [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;6th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit of the Hunt ====&lt;br /&gt;
&#039;&#039;6th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use an Bonus Action to summon a Wild Spirit to join you in the hunt. As part of the Bonus Action you use to summon the Wild Spirit, and as a Bonus Action on subsequent turns for 1 minute, you can command the Wild Spirit to harry a creature within 60ft, reducing the it&#039;s Speed by a number of feet equal to 5 x your Charisma Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Predatory Resolve ====&lt;br /&gt;
&#039;&#039;10th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The wild fervor of the Wild Hunt heightens your instincts. You gain the following benefits:&lt;br /&gt;
*When a creature marked by the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell hits you with an Attack, you can use your Reaction to grant yourself a bonus to your AC equal to your Charisma Modifier against that attack.&lt;br /&gt;
*While you have a Wild Spirit from your Wild Spirit feature summoned and you are hit by an Attack, you can use your Reaction to have the Wild Spirit take the Damage of the Attack and immediately disappear.&lt;br /&gt;
*The [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell no longer requires Concentration for you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brand of the Hunt ====&lt;br /&gt;
&#039;&#039;14th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you mark a creature with the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell, you can choose to brand that creature, marking it as prey for the endless hunt. You gain the following benefits:&lt;br /&gt;
*The duration of that [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell is now Until Dispelled&lt;br /&gt;
*The branded creature manifests some form of physical marking on its forehead or similar body part.&lt;br /&gt;
*While moving towards the branded creature, you can move 2ft for every foot of Speed spent.&lt;br /&gt;
*You always know the exact location of the branded creature as long as it is on the same plane of existence as you.&lt;br /&gt;
*You cannot have Disadvantage when Attacking the branded creature.&lt;br /&gt;
*You ignore 1/2 Cover and 3/4 Cover when Attacking the branded creature.&lt;br /&gt;
You can brand a creature in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lead the Hunt ====&lt;br /&gt;
&#039;&#039;18th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can call on your allies to join you in the Wild Hunt. When you mark a creature with the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell, you can extend the benefits of that casting of the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell to any number of willing creatures of your choice within 30ft of you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
[[Nowhere]], the Tiefling, Fiend Warlock&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Warlock&amp;diff=3202</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Warlock&amp;diff=3202"/>
		<updated>2022-12-30T22:51:13Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Expanded Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Warlock =&lt;br /&gt;
With a pseudodragon curled on his shoulder, a young centaur in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.&amp;lt;br&amp;gt;&lt;br /&gt;
As flames spring to life in her hands, a wizened Kethie whispers the secret name of her demonic patron, infusing her spell with fiendish magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed gnoll chants the mystic ritual that will open a doorway to a distant world.&amp;lt;br&amp;gt;&lt;br /&gt;
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.&amp;lt;br&amp;gt;&lt;br /&gt;
A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron&#039;s behalf.&amp;lt;br&amp;gt;&lt;br /&gt;
The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.&amp;lt;br&amp;gt;&lt;br /&gt;
Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Invocations Known !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Warlock#Otherworldly Pact|Otherworldly Pact]], [[Warlock#Pact Magic|Pact Magic]], [[Warlock#Draw on Power|Draw on Power]] || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Warlock#Eldritch Invocations|Eldritch Invocations]] || 2 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Warlock#Pact Boon|Pact Boon]] || 2 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 3 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || - || 3 || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 4 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || - || 4 || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 5 || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || - || 5 || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 6 || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || [[Warlock#Mystic Arcanum (6th Level)|Mystic Arcanum (6th Level)]] || 6 || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 7 || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || [[Warlock#Mystic Arcanum (7th Level)|Mystic Arcanum (7th Level)]] || 7 || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 8 || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || [[Warlock#Mystic Arcanum (8th Level)|Mystic Arcanum (8th Level)]] || 8 || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 9 || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || [[Warlock#Mystic Arcanum (9th Level)|Mystic Arcanum (9th Level)]] || 9 || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 10 || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 10 || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Warlock#Eldritch Master|Eldritch Master]] || 11 || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d8 per Warlock Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 8 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d8 (or 5) + your Constitution Modifier per Warlock Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Wisdom and Charisma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; Two [[Armor and Weapons#Simple Weapons|Simple Weapons]], an [[Armor and Weapons#Spellcasting Focuses|Arcane Focus]], an [[Equipment Packs|Equipment Pack]], [[Armor and Weapons#Light Armor|Leather Armor]], and two [[Armor and Weapons#Simple Melee Weapons|Daggers]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Warlock Features Summarized&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Otherworldly Patron|Otherworldly Patron]] || 1st || You choose your subclass, and gain features at 1st, 6th, 10th, 14th, and 18th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Pact Magic|Pact Magic]] || 1st || You gain Pact Spellcasting that uses Charisma and Learning Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Draw on Power|Draw on Power]] || 1st || You can regain all your expended Pact Slots&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eldritch Invocations|Eldritch Invocations]] || 2nd || You gain a couple of a variety of benefits that transmute and increase your power in a variety of ways&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Pact Boon|Pact Boon]] || 3rd || You get a powerful tool from your Patron that enhances your power in a variety of ways&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (6th Level)|Mystic Arcanum (6th Level)]] || 11th || You get a 6th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (7th Level)|Mystic Arcanum (7th Level)]] || 13th || You get a 7th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (8th Level)|Mystic Arcanum (8th Level)]] || 15th || You get a 8th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (9th Level)|Mystic Arcanum (9th Level)]] || 17th || You get a 9th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eldritch Master|Eldritch Master]] || 20th || You get unlimited uses of Draw on Power but can use it quickly a limited number of times&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Otherworldly Pact ====&lt;br /&gt;
&#039;&#039;1st, 6th, 10th, 14th, 18th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the Otherworldly Pacts in the table below that represents the being with whom you&#039;ve struck a pact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Otherworldly Pacts&lt;br /&gt;
|-&lt;br /&gt;
! Otherworldly Pact !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Archfey|The Archfey]] || 1 || You use fey magic to Charm and Frighten creatures, manipulating your foes’ emotions to shape them to your will.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Banshee|The Banshee]] || 2 || You embody the deathly qualities of your patron, harrying foes with your mournful wail while becoming incorporeal as a banshee.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Celestial|The Celestial]] || 2 || You embody divine powers to heal your allies and blind your foes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Coven|The Coven]] || 4 || You use strange magic to empower your allies and ward yourself as you form your own Coven.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Elder Sphinx|The Elder Sphinx]] || 3 || You gain power of time and divination magic to ward your allies and hinder the foes around you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Fathomless|The Fathomless]] || 3 || You command the seas and tentacles of the deep to grasp your foes and gain power over the waters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Fiend|The Fiend]] || 1 || You use the forces of fire and fury to drive your foes to their doom and gain a fiendish resilience to their futile attempts to harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Genie|The Genie]] || 3 || You take on the power of a type of genie, gaining a vessel that you use as a catalyst for your elemental power.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Great Old One|The Great Old One]] || 2 || You use the incomprehensible to gain power over the minds of others to communicate with your allies and psychically rebuke and control your foes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Great Wyrm|The Great Wyrm]] || 2 || You take the elemental power of dragons and their command of the skies to destroy your foes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Hexblade|The Hexblade]] || 2 || You use blades you have bonded to in order to mark your foes for death who you mercilessly hunt down.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Primeval Growth|The Primeval Growth]] || 3 || You use the power of nature to restrict your foes and drain their life as you gain a bark like skin that helps you resist attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Titan|The Titan]] || 2 || You grow in size and resilience as your strength increases.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Unblinking|The Unblinking]] || 3 || You gain otherworldly sight as a large unblinking eye grows on your forehead which improves your ray spells and nullifies magic.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Undead|The Undead]] || 3 || You take on the horrifying visage of death and project your spirit to terrify your foes and gain ghostly resilience.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Wild Hunt|The Wild Hunt]] || 2 || You become a part of the Wild Hunt, the very instinct of carnivorous predators to hunt down their prey.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pact Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Spells are different from other Spellcasters. You do not gain the standard Spell Slots that other casters get and your Levels in this class do not contribute to your Spellcasting Spell Slots. Instead, you gain Pact Magic, the amount of Spell Slots you have is indicated in the Pact Magic table. Additionally, all of your Pact Magic Spell Slots are of the highest Level Spell Slot you have access to, also indicated in the Pact Magic table.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Charisma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Charisma Modifier + Your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Charisma Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; An Arcane Focus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; You learn one new Spell every Level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ [[Warlock Spells|Warlock Spell List]]&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! Spells Known !! Spell Slots !! Spell Level&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2 || 2 || 1 || 1st&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 2 || 3 || 2 || 1st&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 2 || 4 || 2 || 2nd&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 3 || 5 || 2 || 2nd&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 3 || 6 || 2 || 3rd&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 3 || 7 || 2 || 3rd&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 3 || 8 || 2 || 4th&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 3 || 9 || 2 || 4th&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 3 || 10 || 2 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 4 || 11 || 2 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 4 || 12 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 4 || 13 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 4 || 14 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 4 || 15 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 4 || 16 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 4 || 17 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 4 || 18 || 4 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 4 || 19 || 4 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 4 || 20 || 4 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 4 || 21 || 5 || 5th&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Draw on Power ====&lt;br /&gt;
&#039;&#039;1st Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can call on your patron to uphold their bargain as an Action. When you do so, you regain all expended Pact Slots. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Invocations ====&lt;br /&gt;
&#039;&#039;2nd Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two Eldritch Invocations of your choice. The [[Warlock#Eldritch Invocation Options|Eldritch Invocation Options]] are detailed at the end of the class description. When you gain certain Levels in this class,  you gain additional Invocations of your choice, as shown in the Invocations Known column of the Warlock table.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pact Boon ====&lt;br /&gt;
&#039;&#039;3rd Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Blade.&#039;&#039;&#039; You can use your Bonus Action to create a Pact Weapon in your empty hand. You can choose the form that this [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] takes each time you create it. You are Proficient with it while you wield it. This [[Armor and Weapons#Weapons|Weapon]] is as a magical [[Armor and Weapons#Weapons|Weapon]].&lt;br /&gt;
:Your Pact Weapon disappears if it is more than 5ft away from you for 1 minute or more. It also disappears if you use summon another Pact Weapon, if you dismiss the Weapon as a Free Action, or if you die.&lt;br /&gt;
:You can transform one magic Weapon into your Pact Weapon by performing a special ritual while you hold the Weapon. You perform the ritual over the course of 1 hour, which can be done during a Short or Long Rest. You can then dismiss the Weapon, shunting it into an extradimensional space. Whenever you summon a Pact Weapon you can also summon a magic Weapon you have bonded to instead of another Weapon. You can’t bond to an Artifact or a sentient Weapon in this way. The Weapon ceases being your Pact Weapon if you die, if you perform the 1-hour ritual on a different Weapon, or if you use a 1-hour ritual to break your bond to it. The Weapon appears at your feet if it is in the extradimensional space when the bond breaks.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Chain.&#039;&#039;&#039; You learn the [[Level 1#Find Familiar|Find Familiar]] Spell as a Warlock Spell and can cast it as a Ritual. The spell doesn’t count against your number of Spells Known.&lt;br /&gt;
:When you cast the Spell, you can choose one of the normal forms for your Familiar or one of the following special forms: Gazer, Geonid, Imp, Inkling Mascot, Pseudodragon, Quasit, Sprite, or Will-o-Wisp.&lt;br /&gt;
:Additionally, when you take the Attack Action, you can forgo one of your own Attacks to allow your familiar to make one attack with its Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Eye.&#039;&#039;&#039; Your patron grants you enhanced magical sight, for a price. Upon choosing this pact, one or more of your eyes are each replaced with a magical Pact Eye that reflects the nature of your patron.&lt;br /&gt;
:Your Pact Eye grants you Proficiency in Perception. You can also draw on the powers of your Pact Eye as a Bonus Action while inspecting or searching for a creature or object. That creature or object is magically revealed to you. You learn its location (if you don’t know it already), and see it as if you had Truesight.&lt;br /&gt;
:You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Flesh.&#039;&#039;&#039; Your patron twists your body to reflect their physical form. While you are not wearing [[Armor and Weapons#Armor|Armor]] or wielding a [[Armor and Weapons #Shields|Shield]], your AC is equal to 10 + your Dexterity Modifier + your Charisma Modifier, and your Speed increases by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Hourglass.&#039;&#039;&#039; Your patron has gifted you a mystical timekeeping device. This Pact Hourglass takes the form of any timekeeping device you choose, and it can be used as a Warlock Spellcasting Focus. While holding it, you always know the exact current time.&lt;br /&gt;
:At the start of each round while your Pact Hourglass is on your person, you can choose one creature under the effects of one of your Spells. You can increase or decrease the Initiative Score of that creature by an amount equal to your Charisma Modifier.&lt;br /&gt;
:If you lose your Pact Hourglass, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Hourglass. The Pact Hourglass turns to sand when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Shroud.&#039;&#039;&#039; Your patron has gifted you a mystical cloak to shield you from harm. As an Action you can summon a Pact Shroud to cloak your body. It takes the form of a robe or cloak of your choice each time you summon it. While you are wearing your Pact Shroud, you gain Proficiency in Stealth.&lt;br /&gt;
:While you are Concentrating on an effect, you can take the Hide Action as Bonus Action, even if you are being directly observed, and you can do so and make a Charisma (Stealth) Check instead of a Dexterity (Stealth) Check.&lt;br /&gt;
:Your Pact Shroud disappears if it is more than 5ft away from you for 1 minute, if you summon it again, if you dismiss it as a Free Action, or if you die.&lt;br /&gt;
:You can transform a magic robe or cloak of your choice into your Pact Shroud by performing a special ritual over the course of a Short or Long Rest. Once complete, you can shunt it to an extradimensional space, or summon it back, as an Action. You cannot bond to artifacts or sentient clothing in this way, and you can only have one Pact Shroud bound at a time.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Strings.&#039;&#039;&#039; Your patron gives you a Pact Instrument to deliver your Spells. This Pact Instrument takes the form of any [[Adventuring Gear#Tools|Musical Instrument]] you choose. While you hold the Pact Instrument, you can use an Action to transform it into another kind of musical instrument. You are considered Proficient with your Pact Instrument and can use it as a Warlock Spellcasting Focus.&lt;br /&gt;
:When you cast a Spell using your Pact Instrument, you can target a creature you cannot see if it can hear you play the instrument. You do not need to guess the creature’s space to target it in this way, and the creature gains no benefit from Cover or from being Hidden to you. If the creature cannot hear you play the instrument or is out of Range of the Spell, the Spell fails.&lt;br /&gt;
:If you lose your Pact Instrument, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Instrument. The Pact Hourglass turns to ash when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Talisman.&#039;&#039;&#039; Your patron gives you an amulet, a Talisman that can aid the wearer when the need is great. When the wearer makes an Ability Check or Saving Throw, it adds a d4 to the roll.&lt;br /&gt;
:If you lose your Talisman, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Talisman. The Talisman turns to ash when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Tome.&#039;&#039;&#039; Your patron gives you a grimoire called a Book of Knowledge. Choose three [[Cantrips]] from any class’s Spell List (the three don’t need to be from the same Spell List). While the book is on your person, you can cast those Cantrips as if they were Warlock Spells. They don’t count against your number of Cantrips Known.&lt;br /&gt;
:If you lose your Book of Shadows, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Book of Shadows. The Book of Shadows turns to ash when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Vessel.&#039;&#039;&#039; Your patron gives you a Pact Vessel for the creation of potions and poultices. This vessel takes the form of a chalice, a cauldron, or any other Tiny object of your choice that is capable of holding liquid. While the Pact Vessel is on your person, you gain the following benefits:&lt;br /&gt;
:*You can use the Pact Vessel as a Warlock Spellcasting Focus.&lt;br /&gt;
:* You can use the Pact Vessel as a [[Adventuring Gear#Alchemical Tools|Herbalism Kit]], a [[Adventuring Gear#Alchemical Tools|Poisoner&#039;s Kit]], and a set of [[Adventuring Gear#Alchemical Tools|Alchemist&#039;s Supplies]]. You have Proficiency and Expertise with these Tools when you your Pact Vessel acts as them.&lt;br /&gt;
:* You can use an Action to magically fill the Pact Vessel with 1 pint of a liquid of your choice. To create a liquid worth 1GP per pint or more, you must first expend material goods worth the price of the liquid by submerging them in the vessel, irreversibly transforming those materials into the desired liquid.&lt;br /&gt;
:If you lose your Pact Vessel, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Vessel. The Pact Vessel turns to ash when you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 12th, 16th, and 19th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Mystic Arcanum (6th Level) ====&lt;br /&gt;
&#039;&#039;11th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 6|6th Level Spell]] from any class&#039;s Spell List to serve as your 6th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Mystic Arcanum (7th Level) ====&lt;br /&gt;
&#039;&#039;13th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 7|7th Level Spell]] Spell from any class&#039;s Spell List to serve as your 7th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Mystic Arcanum (8th Level) ====&lt;br /&gt;
&#039;&#039;15th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 8|8th Level Spell]] from any class&#039;s Spell List to serve as your 8th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Mystic Arcanum (9th Level) ====&lt;br /&gt;
&#039;&#039;17th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 9|9th Level Spell]] from any class&#039;s Spell List to serve as your 9th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Eldritch Master ====&lt;br /&gt;
&#039;&#039;20th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Power flows freely through you. You can use your Draw on Power feature an unlimited number of times. Additionally, you can use it as a Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Eldritch Invocation Options ===&lt;br /&gt;
&#039;&#039;Warlock Eldritch Invocation Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
To select an Eldritch Invocation, you must meet the requirements in the parentheses after the name of the Eldritch Invocation. If a Level is listed as a prerequisite, you must have that many Levels in this class.&lt;br /&gt;
*&#039;&#039;&#039;Armor of Shadows.&#039;&#039;&#039; You can cast the [[Level 1#Mage Armor|Mage Armor]] Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.&lt;br /&gt;
*&#039;&#039;&#039;Beast Speech.&#039;&#039;&#039; You can cast the [[Level 1#Speak With Animals|Speak With Animals]] Spell at will, without expending a spell slot.&lt;br /&gt;
*&#039;&#039;&#039;Beguiling Influence.&#039;&#039;&#039; You gain Proficiency in Deception and Persuasion.&lt;br /&gt;
*&#039;&#039;&#039;Devil’s Sight.&#039;&#039;&#039; You can see normally in magical and mundane Dim Light and Darkness, out to a Range of 120ft.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Mind.&#039;&#039;&#039; You have Advantage on Constitution Saving Throws that you make to maintain Concentration on an effect.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Sight.&#039;&#039;&#039; You can cast the [[Level 1#Detect Magic|Detect Magic]] Spell at will, without expending a Spell slot.&lt;br /&gt;
*&#039;&#039;&#039;Eyes of the Rune Keeper.&#039;&#039;&#039; You can understand and read all the writing that you can see.&lt;br /&gt;
*&#039;&#039;&#039;Fiendish Vigor.&#039;&#039;&#039; You can cast the [[Level 1#False Life|False Life]] Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.&lt;br /&gt;
*&#039;&#039;&#039;Gaze of Two Minds.&#039;&#039;&#039; You can use your Action to touch a willing Humanoid 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 use your Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are [[Conditions#Blinded|Blinded]] and [[Conditions#Deafened|Deafened]] to your own surroundings.&lt;br /&gt;
*&#039;&#039;&#039;Mask of Many Faces.&#039;&#039;&#039; You can cast the [[Level 1#Disguise Self|Disguise Self]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Misty Visions.&#039;&#039;&#039; You can cast the [[Level 1#Silent Image|Silent Image]] Spell at will, without expending a Spell Slot or Material Components.&lt;br /&gt;
*&#039;&#039;&#039;Thief of Five Fates.&#039;&#039;&#039; You can cast [[Level 1#Bane|Bane]] once as a Warlock Spell Slot. You can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Agonizing Blast ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you cast the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you add your Charisma Modifier to the Damage it deals on a hit.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Spear ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you cast the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, its Range is 300ft.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Blade ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; The [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip has its Range reduced to 5ft and deals 1d12 Force Damage for you. Any features that increase the Range of the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip do not affect it while you have this Eldritch Invocation selected.&lt;br /&gt;
*&#039;&#039;&#039;Grasping Blast ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you hit a creature with the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you can move that creature in a straight line 10ft closer to you.&lt;br /&gt;
*&#039;&#039;&#039;Lance of Lethargy ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; Once on each of your turns when you hit a creature with the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you can reduce that creature&#039;s Speed by 10ft until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Repelling Blast ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you hit a creature with the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you can move that creature in a straight line 10ft away from you.&lt;br /&gt;
*&#039;&#039;&#039;Improved Pact Weapon (Pact of the Blade feature).&#039;&#039;&#039; You can use any Weapon you summon with your Pact of the Blade feature as a Warlock Spellcasting Focus.&lt;br /&gt;
:In addition, the weapon gains a +1 bonus to its Attack and Damage Rolls.&lt;br /&gt;
:Finally, the Weapon you conjure can be a [[Armor and Weapons|Martial Ranged Weapons|Shortbow]], [[Armor and Weapons|Martial Ranged Weapons|Longbow]], [[Armor and Weapons|Simple Ranged Weapons|Light Crossbow]], or [[Armor and Weapons|Martial Ranged Weapons|Heavy Crossbow]].&lt;br /&gt;
*&#039;&#039;&#039;Scrying Pool (Pact of the Cauldron Pact Boon).&#039;&#039;&#039; You can cast the [[Level 2#Augury|Augury]] Spell without expending a Spell Slot or Material Components by staring into your Cauldron for 1 minute. You can cast the [[Level 2#Augury|Augury]] Spell once in this way per Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Gift of the Ever-Living Ones (Pact of the Chain Pact Boon).&#039;&#039;&#039; Whenever you regain Hit Points while your Familiar is within 100ft of you, use the maximum result for any dice rolled to determine those Hit Points.&lt;br /&gt;
*&#039;&#039;&#039;Investment of the Chain Master (Pact of the Chain Pact Boon).&#039;&#039;&#039; When you cast the [[Level 1#Find Familiar|Find Familiar]] Spell with your Pact of the Chain Pact Boon, you infuse the Familiar summoned with a measure of your eldritch power, granting the creature the following benefits:&lt;br /&gt;
:*The Familiar gains either a 40ft Flying or Swimming Speed (your choice).&lt;br /&gt;
:*As a Bonus Action, you can command the Familiar to take the Attack Action on its turn.&lt;br /&gt;
:*The Familiar’s Weapon Attacks are considered magical for the purpose of overcoming Immunity and Resistance to non-magical Attacks.&lt;br /&gt;
:*If the familiar forces a creature to make a Saving Throw, it uses your Spell Save DC if that is higher than the normal DC.&lt;br /&gt;
:*When the Familiar takes Damage, you can use your Reaction to grant it Resistance against that Damage.&lt;br /&gt;
*&#039;&#039;&#039;Voice of the Chain Master (Pact of the Chain Pact Boon).&#039;&#039;&#039; You can communicate telepathically with your Familiar and perceive through your Familiar&#039;s senses as a Free Action long as you are on the same plane of existence. Additionally, while perceiving through your Familiar&#039;s senses, you can also speak through your Familiar in your own voice, even if your Familiar is normally incapable of speech.&lt;br /&gt;
*&#039;&#039;&#039;Strange Brew (Pact of the Chalice Pact Boon).&#039;&#039;&#039; At the end of a Long Rest, you can create one of the following substances in your Pact Chalice: a Potion of Healing, a vial of Alchemist&#039;s Fire, a vial of Acid, or a vial of Holy Water. The liquid retains its potency until the end of your next Long Rest, at which point it becomes inert and unusable.&lt;br /&gt;
*&#039;&#039;&#039;Piercing Gaze (Pact of the Eye Pact Boon).&#039;&#039;&#039; Natural phenomena, such as Dim Light, fog, or rain, do not impose Disadvantage on Wisdom (Perception) Checks for you, and you have Advantage on any Wisdom (Perception) Checks you make that rely on your sense of sight.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Claws (Pact of the Flesh Pact Boon).&#039;&#039;&#039; As a Bonus Action, you can morph one or both of your hands into strange and savage, Eldritch Claws reminiscent of your patron&#039;s physical form. These Eldritch Claws are Simple Weapons that you are Proficient with, and deals 1d6 Slashing Damage on hit. If you have two free hands, they deal 1d8 Slashing Damage on a hit instead. &lt;br /&gt;
*&#039;&#039;&#039;Knowledge of Antiquity (Pact of the Hourglass Pact Boon).&#039;&#039;&#039; When you make an Intelligence (History) Check related to an event, in the place where that event took place, you see echos of the past and treat a roll of 7 or lower on the d20 as an 8.&lt;br /&gt;
*&#039;&#039;&#039;Protective Cowl (Pact of the Shroud Pact Boon).&#039;&#039;&#039; As a Reaction, when you take Damage while you are wearing your Pact Shroud, you can have your Pact Shroud to absorb some of the Damage. You gain Resistance to the Damage from that Attack, but your Pact Shroud disappears, and you must finish a Long Rest before you can summon it again.&lt;br /&gt;
*&#039;&#039;&#039;Harmonic Spellcasting (Pact of the Strings Pact Boon).&#039;&#039;&#039; When you use your Pact Instrument as a Warlock Spellcasting Focus for a Spell with a Verbal Component, the Spell Save DC for that spell is increased by 1.&lt;br /&gt;
*&#039;&#039;&#039;Rebuke of the Talisman (Pact of the Talisman Pact Boon).&#039;&#039;&#039; When the wearer of your Pact Talisman is hit by an Attacker you can see within 30ft of you, you can use your Reaction to deal Psychic Damage to the Attacker equal to your Proficiency Bonus and push it up to 10ft away from the Talisman’s wearer.&lt;br /&gt;
*&#039;&#039;&#039;Aspect of the Moon (Pact of the Tome Pact Boon).&#039;&#039;&#039; You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a Long Rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.&lt;br /&gt;
*&#039;&#039;&#039;Book of Ancient Secrets (Pact of the Tome Pact Boon).&#039;&#039;&#039; You can now inscribe magical Rituals in your Book of Shadows. Choose two [[Level 1|1st Level Spells]] that have the Ritual tag from any class’s Spell List (the two don’t need to be from the same Spell List). The Spells appear in the Book of Shadows and don’t count against your number of Warlock Spells Known. With your Book of Shadows in hand, you can cast the chosen Spells as Rituals. You can’t cast the Spells except as Rituals, unless you’ve learned them by some other means. You can also cast a Warlock Spell you know as a Ritual if it has the Ritual tag.&lt;br /&gt;
:On your adventures, you can add other Ritual Spells to your Book of Shadows. When you find such a Spell, you can add it to the book if the Spell’s Level is equal to or less than half your Warlock Level (rounded up) and if you can spare the time to transcribe the Spell. The transcriptions process takes 2 hours and costs 50GP for each Level of the Spell, representing the rare inks needed to inscribe it.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Flies (5th Level).&#039;&#039;&#039; As a Bonus Action, you can surround yourself with a magical aura that looks like buzzing flies. The aura is a 5ft Moving Emanation. It lasts until you’re Incapacitated or you dismiss it as a Free Action.&lt;br /&gt;
:The aura grants you advantage on Strength and Charisma (Intimidation) Checks but Disadvantage on all other Charisma Checks. Any other creature that starts its turn in the aura takes Poison Damage equal to your Charisma Modifier.&lt;br /&gt;
:You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Survivalist (5th Level).&#039;&#039;&#039; You ignore the effects of Extreme Heat and Extreme Cold, and you don&#039;t need to drink water or eat food to survive.&lt;br /&gt;
*&#039;&#039;&#039;Gift of the Depths (5th Level).&#039;&#039;&#039; You can breathe underwater, and you gain a Swimming Speed equal to your Walking Speed.&lt;br /&gt;
:You can also cast the [[Level 3#Water Breathing|Water Breathing]] Spell at will, without expending a Spell Slot, once you do so, you can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Mire the Mind (5th Level).&#039;&#039;&#039; You can cast the [[Level 3#Slow|Slow]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;One with Shadows (5th Level).&#039;&#039;&#039; When you are in an area of Dim Light or Darkness, you can use your Action to become Invisible until you move or take an Action, Bonus Action, or Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Sign of Ill Omen (5th Level).&#039;&#039;&#039; You can cast the [[Level 3#Bestow Curse|Bestow Curse]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Tomb of Freezing Ice (5th level).&#039;&#039;&#039; As a Reaction when you take Damage, you can entomb yourself in ice, which melts away at the end of your next turn. Before you take the triggering Damage, you gain a number of Temporary Hit Points equal to 10 times your Warlock Level. Immediately after you take the Damage, you gain Vulnerability to Fire Damage, your Speed is reduced to 0, and you are [[Conditions#Incapacitated|Incapacitated]]. These effects, including any remaining Temporary Hit Points, all end when the ice melts at the end of your next turn. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Undying Servitude (5th Level).&#039;&#039;&#039; You can cast the [[Level 3#Animate Dead|Animate Dead]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Witch Sight (5th Level).&#039;&#039;&#039; You can see the true form of any shapechanger or creature concealed by Illusion or Transmutation magic while the creature is within 30ft of you and within your line of sight.&lt;br /&gt;
*&#039;&#039;&#039;Thirsting Claws (5th Level, Eldritch Claws Eldritch Invocation).&#039;&#039;&#039; When you take the Attack Action and make all Attacks with your Eldritch Claws, you can make one additional Attack with your Eldritch Claws as part of that Action. Your Eldritch Claws also count as magical for the purpose of overcoming Immunity and resistant to non-magical Damage.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Smite (5th Level, Pact of the Blade Pact Boon).&#039;&#039;&#039; When you hit a creature with your Pact Weapon, you can expend a Warlock Spell Slot to deal an additional 1d8 Force Damage to the target, plus an additional 1d8 Force Damage per Slot Level, you can also knock the target Prone if it is Huge or smaller.&lt;br /&gt;
*&#039;&#039;&#039;Thirsting Blade (5th Level, Pact of the Blade Pact Boon).&#039;&#039;&#039; When you take the Attack Action and make all Attacks with your Pact Blade, you can make one additional Attack with your Pact Blade as part of that Action.&lt;br /&gt;
*&#039;&#039;&#039;Potent Poultices (5th Level, Pact of the Chalice Pact Boon).&#039;&#039;&#039; As an Action, you can cast the [[Level 2#Lesser Restoration|Lesser Restoration]] Spell without expending a Spell Slot. You can cast the Lesser Restoration Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tentacles (5th Level, Pact of the Flesh Pact Boon).&#039;&#039;&#039; When you take the Attack Action on your turn, you can use your Bonus Action to make a Grapple Attack against a creature as long as you have a free hand. When you make a Grapple Attack, you can make a Charisma (Athletics) Check to do so instead of making a Strength (Athletics) Check.&lt;br /&gt;
*&#039;&#039;&#039;Notes of Power (5th Level, Pact of the Strings Pact Boon).&#039;&#039;&#039; When you use your Pact Instrument to cast a Spell, roll a d8, the Spell deals additional Damage equal tot he number rolled. If the Spell targets multiple creatures, one creature of your choice takes the Bonus Damage.&lt;br /&gt;
*&#039;&#039;&#039;Far Scribe. (5th Level, Pact of the Tome Pact Boon).&#039;&#039;&#039; A new page appears in your Book of Shadows. With your permission, a creature can use its Action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.&lt;br /&gt;
:You can cast the Sending Spell, targeting a creature whose name is on the page, without expending a Spell Slot or Material Components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an Action, you can magically erase a name on the page by touching it.&lt;br /&gt;
*&#039;&#039;&#039;Maddening Hex (5th Level, [[Level 1#Hex|Hex]] Spell or a Warlock feature that curses).&#039;&#039;&#039; As a Bonus Action, you cause a psychic disturbance around the target cursed by your [[Level 1#Hex|Hex]] Spell or by a Warlock feature of yours, such as the [[Warlock#Hexblade&#039;s Curse|Hexblade&#039;s Curse]] feature or the [[Warlock#Eldritch Invocation Options|Sign of Ill Omen Eldritch Invocation]]. When you do so, you deal Psychic Damage to the cursed target and each creature of your choice that you can see within 5ft of it. The Psychic Damage equals your Charisma Modifier. To use this Eldritch Invocation, you must be able to see the cursed target, and it must be within 30ft of you.&lt;br /&gt;
*&#039;&#039;&#039;Bewitching Whispers (7th Level).&#039;&#039;&#039; You can cast the [[Level 4#Compulsion|Compulsion]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Dreadful Word (7th Level).&#039;&#039;&#039; You can cast the [[Level 3#Confusion|Confusion]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Ghostly Gaze (7th Level).&#039;&#039;&#039; As an Action, you gain the ability to see through solid objects out to a Range of 30ft, and gain Darkvision out to a Range of 30ft. This special sight lasts for 1 minute or until your Concentration on the effect end. During that time, you perceive objects as ghostly, transparent images. You can use this Eldritch Invocation a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Sculptor of Flesh (7th level).&#039;&#039;&#039; You can cast the [[Level 4#Polymorph|Polymorph]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Trickster&#039;s Escape (7th level).&#039;&#039;&#039; You can cast the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest. When you cast the Spell in this way, you can only target yourself.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Twilight (7th Level, Pact of the Shroud Pact Boon).&#039;&#039;&#039; You can cast the [[Level 4#Greater Invisibility|Greater Invisibility]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Protection of the Talisman (7th Level, Pact of the Talisman Pact Boon).&#039;&#039;&#039; When the wearer of your Pact Talisman fails a Saving Throw, they can add a d4 to the roll. This benefit can be used a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Relentless Hex (7th Level, [[Level 1#Hex|Hex]] Spell or a Warlock feature that curses).&#039;&#039;&#039; Your curse creates a temporary bond between you and your target. As a Bonus Action, you can magically teleport up to 30ft to an unoccupied space you can see within 5ft of the target cursed by your [[Level 1#Hex|Hex]] Spell or by a warlock feature of yours, such as the [[Warlock#Hexblade&#039;s Curse|Hexblade&#039;s Curse]] feature or [[Warlock#Eldritch Invocation Options|Sign of Ill Omen Eldritch Invocation]] Eldritch Invocation. To teleport in this way, you must be able to see the cursed target.&lt;br /&gt;
*&#039;&#039;&#039;Ascendant Step (9th Level).&#039;&#039;&#039; You can cast the [[Level 2#Levitate|Levitate]] Spell at will, without expending a Spell Slot or Material Components. When cast in this way, you can only target yourself with the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Minions of Chaos (9th Level).&#039;&#039;&#039; You can cast the [[Level 5#Conjure Elemental|Conjure Elemental]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Otherworldly Leap (9th Level).&#039;&#039;&#039; You can cast the [[Level 1#Jump|Jump]] Spell at will, without expending a Spell Slot or Material Components.&lt;br /&gt;
*&#039;&#039;&#039;Whispers of the Grave (9th Level).&#039;&#039;&#039; You can cast the Speak With Dead Spell at will, without expending a Spell Slot or Material Components.&lt;br /&gt;
*&#039;&#039;&#039;Cup of Protection (9th Level, Pact of the Chalice Pact Boon).&#039;&#039;&#039; As an Action, for the next minute, if a creature of your choice can drink from your Pact Chalice, gaining the effects of the [[Level 4#Death Ward|Death Ward]] Spell. Once used, you must finish a Long Rest to use this feature again.&lt;br /&gt;
*&#039;&#039;&#039;Cursed Flesh (9th Level, Pact of the Flesh Pact Boon).&#039;&#039;&#039; As a Bonus Action, you gain yourself Temporary Hit points equal to your Charisma Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Gift of the Protectors (9th Level, Pact of the Tome Pact Boon).&#039;&#039;&#039; A new page appears in your Book of Shadows. With your permission, a creature can use its Action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.	&lt;br /&gt;
:When any creature whose name is on the page is reduced to 0 Hit Points, 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 an Action, you can magically erase a name on the page by touching it.&lt;br /&gt;
*&#039;&#039;&#039;Lifedrinker (12th Level, Pact of the Blade Pact Boon).&#039;&#039;&#039; When you hit a creature with your Pact Weapon, the creature takes extra Necrotic Damage equal to your Charisma Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Bond of the Talisman (12th Level, Pact of the Talisman Pact Boon).&#039;&#039;&#039; While someone else is wearing your Pact Talisman, you can use your Action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your Talisman can do the same thing, using their Action to teleport to you. The teleportation can be used by either creature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Master of Myriad Forms (15th Level).&#039;&#039;&#039; You can cast the [[Level 2#Alter Self|Alter Self]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Shadow (15th Level).&#039;&#039;&#039; You can cast the [[Level 2#Invisibility|Invisibility]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Visions of Distant Realms (15th Level).&#039;&#039;&#039; You can cast the [[Level 4#Arcnae Eye|Arcane Eye]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Chains of One-Eyed Flame (15th Level, Pact of the Chain Pact Boon).&#039;&#039;&#039; You can cast the [[Level 5#Hold Monster|Hold Monster]] Spell at will, without expending a Spell Slot or Material Components. When you cast the Spell in this way, you can only target a Highlings or Elemental. After the Spell ends on a creature, you can&#039;t target that creature again in this way.&lt;br /&gt;
*&#039;&#039;&#039;Alchemical Restoration (15th Level, Pact of the Chalice Pact Boon).&#039;&#039;&#039; As an Action on your turn, you can cast the [[Level 5#Reincarnate|Reincarnate]] Spell without expending a Spell Slot or Material Components. Once you cast Reincarnate in this way, you must finish 1d4 Long Rests before you can cast the Spell in this way again.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Flight (15th Level, Pact of the Flesh Pact Boon).&#039;&#039;&#039; As a Bonus Action, you can manifest (or dismiss) wings reminiscent of your patron&#039;s physical form, granting you a Flying Speed equal to your Walking Speed.&lt;br /&gt;
*&#039;&#039;&#039;Temporal Rewind. (15th Level, Pact of the Hourglass Pact Boon).&#039;&#039;&#039; As a Reaction at the end of your turn, you can undo everything that happened that turn. You return to the space where you began that turn, regain all resources you expended that turn, and remove all Damage or healing done that turn. You then immediately repeat your turn, with foreknowledge of what will occur, however, you do not regain your Reaction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Otherworldly Pacts =&lt;br /&gt;
== The Archfey ==&lt;br /&gt;
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Some of these Archfey are beings from the Feywild who want to try to break into Drakomere to try to learn more about it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Archfey Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fey Presence|Fey Presence]] || 1st || You can [[Conditions#Charmed|Charm]] or [[Conditions#Frightened|Frighten]] nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Misty Escape|Misty Escape]] || 6th || You can teleport and become [[Conditions#Invisible|Invisible]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Beguiling Defenses|Beguiling Defenses]] || 10th || You&#039;re Immune to [[Conditions#Charmed|Charm]] and [[Conditions#Charmed|Charm]] those that try [[Conditions#Charmed|Charm]] you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dark Delirium|Dark Delirium]] || 14th || You can make a creature think it&#039;s in a different world&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eternal Charm|Eternal Charm]] || 18th || You&#039;re [[Conditions#Charmed|Charms]] last Until Dispelled&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Faerie Fire|Faerie Fire]], [[Level 1#Sleep|Sleep]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Calm Emotions|Calm Emotions]], [[Level 2#Phantasmal Force|Phantasmal Force]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Blink|Blink]], [[Level 3#Plant Growth|Plant Growth]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 3#Dominate Beast|Dominate Beast]], [[Level 3#Greater Invisibility|Greater Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Dominate Person|Dominate Person]], [[Level 5#Seeming|Seeming]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fey Presence ====&lt;br /&gt;
&#039;&#039;1st Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you the ability to project the beguiling and fearsome presence of the Fey. As an Action, you force each creature of your choice within 10ft of you to  make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Charmed|Charmed]] by you or [[Conditions#Frightened|Frightened]] of you (your choice) until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Misty Escape ====&lt;br /&gt;
&#039;&#039;6th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can vanish in a puff of mist in response to harm. When you take Damage, you can use your Reaction to turn [[Conditions#Invisible|Invisible]] and teleport up to 60ft to an unoccupied space you can see. You remain [[Conditions#Invisible|Invisible]] until the start of your next turn or until you Attack or cast a Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beguiling Defenses ====&lt;br /&gt;
&#039;&#039;10th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are Immune to the [[Conditions#Charmed|Charmed]] Condition, and when another creature attempts to [[Conditions#Charmed|Charm]] you, you can use your Reaction to attempt to turn the [[Conditions#Charmed|Charm]] back on that creature. The creature that attempted to [[Conditions#Charmed|Charm]] you must succeed on a Wisdom Saving Throw against your Spell Save DC or be [[Conditions#Charmed|Charmed]] by you for 1 minute or until that creature takes any damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark Delirium ====&lt;br /&gt;
&#039;&#039;14th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can plunge a creature into an illusory realm. As an Action, choose a creature that you can see within 60ft of you. It must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, it is [[Conditions#Charmed|Charmed]] by you or [[Conditions#Frightened|Frightened]] of you (your choice) for 1 minute or until you lose Concentration on this effect broken. This effect ends early if that creature takes any Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
While [[Conditions#Charmed|Charmed]] in this way, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eternal Charm ====&lt;br /&gt;
&#039;&#039;18th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you [[Conditions#Charmed|Charm]] a creature, it lasts until Dispelled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Banshee ==&lt;br /&gt;
The Banshee. Betrayed in life and left to wander the world as an undead you sought to make a pact with this entity to finally put it to rest. The power of the banshee manifested in you allowing you a lew of the legendary undead&#039;s abilities.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Banshee Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mournful Wail|Mournful Wail]] || 1st || You can wail to [[Conditions#Deafened|Deafen]] and [[Conditions#Frightened|Frighten]] your foes&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Incorporeal Movement|Incorporeal Movement]] || 6th || You can move through creatures and objects&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Stolen Breath|Stolen Breath]] || 10th || You don&#039;t need air, sustenance, or sleep, gain Resistance to Cold Damage and can reduce Damage you take&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Scream of the Banshee|Scream of the Banshee]] || 14th || Your Mournful Wail is improved to a scream, dealing Psychic Damage and aging targets&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Banshee&#039;s Nature|Banshee&#039;s Nature]] || 18th || You don&#039;t age, can&#039;t be aged, gain Truesight, and Immunity to Cold Damage&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Ray of Sickness|Ray of Sickness]], [[Level 1#Witch Bolt|Witch Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Phantasmal Force|Phantasmal Force]], [[Level 2#Wither and Bloom|Wither and Bloom]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Bestow Curse|Bestow Curse]], [[Level 3#Cold Snap|Cold Snap]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Aversion|Aversion]], [[Level 4#Death Ward|Death Ward]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Antilife Shell|Antilife Shell]], [[Level 5#Cone of Cold|Cone of Cold]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mournful Wail ====&lt;br /&gt;
&#039;&#039;1st Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the power of the banshee&#039;s wail as an Action. Every creature in 15ft Emanated Cone must make a Charisma Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Deafened|Deafened]] and [[Conditions#Frightened|Frightened]] of you until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Incorporeal Movement ====&lt;br /&gt;
&#039;&#039;6th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make your body fade as the ghosts of this realm do. You can move through other creatures and objects as if they were Difficult Terrain. You take 1d10 Force Damage if you end your turn inside a creature or object.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stolen Breath ====&lt;br /&gt;
&#039;&#039;10th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You no longer require air, food, drink, or sleep. Your skin starts to turn pale and you no longer feel pain, giving you Resistance to Cold Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you take Damage, you can use your Reaction to nullify some of that Damage as you are numbed to pain. When you do so, you gain Resistance to that Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scream of the Banshee ====&lt;br /&gt;
&#039;&#039;14th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the true wrath of a banshee. When you use your Mournful Wail feature, the Range is now a 60ft Emanated Cone. Additionally, all creatures that fail the Saving Throw against your Mournful Wail feature also takes 8d8 Psychic Damage and age 1d10 years, and all creatures who succeed the Saving Throw take half as much Damage and age half as much. Additionally, your Mournful Wail feature now has an unlimited amount of uses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Banshee&#039;s Nature ====&lt;br /&gt;
&#039;&#039;18th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As you take on the pure form fo the Banshee, you gain the following benefits:&lt;br /&gt;
*You no longer age and can&#039;t be aged magically.&lt;br /&gt;
*You gain Truesight out to a Range of 60ft&lt;br /&gt;
*You gain Immunity to Cold Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Celestial ==&lt;br /&gt;
Your patron is a powerful being, one of the few good Highlings found on Drakomere. You have bound yourself to an ancient empyrean, solar, kirin, unicorn, or other good Highling. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Some Celestial Warlocks form a direct pack with Bahumat instead. Some of these beings that Celestial Warlocks make pacts with are War Bringer gods who want to take over Drakomere.&amp;lt;br&amp;gt;&lt;br /&gt;
Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Celestial Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Bonus Cantrips|Bonus Cantrips]] || 1st || You get the [[Cantrips#Light|Light]] and [[Cantrips#Sacred Flame|Sacred Flame]] Cantrips&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Healing Light|Healing Light]] || 1st || You have a pool of innate healing&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#RadiantSoul|Radiant Soul]] || 6th || You get Resistance to Radiant Damage and can deal extra Fire and Radiant Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Celestial Radiance|Celestial Radiance]] || 10th || You give nearby allies Temporary Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Searing Vengeance|Searing Vengeance]] || 14th || When you would die you can choose not to and deal Damage to nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Blinding Blink|Blinding Blink]] || 18th || You can teleport and [[Conditions#Blinded|Blind]] nearby enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Cure Wounds|Cure Wounds]], [[Level 1#Guiding Bolt|Guiding Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Flaming Sphere|Flaming Sphere]], [[Level 2#Lesser Restoration|Lesser Restoration]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Life Transference|Life Transference]], [[Level 3#Revivify|Revivify]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Guardian of Faith|Guardian of Faith]], [[Level 4#Wall of Fire|Wall of Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Greater Restoration|Greater Restoration]], [[Level 5#Heavenly Pillar|Heavenly Pillar]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Cantrips ====&lt;br /&gt;
&#039;&#039;1st Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn the [[Cantrips#Light|Light]] and [[Cantrips#Sacred Flame|Sacred Flame]] Cantrips. They count as Warlock Cantrips for you, and they don’t count against your number of Cantrips Known.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Healing Light ====&lt;br /&gt;
&#039;&#039;1st Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your Warlock Level.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can heal one creature you can see within 60ft of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma Modifier. You restore a number of Hit Points equal to the total result of the dice expended. Your pool regains all expended dice when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Radiant Soul ====&lt;br /&gt;
&#039;&#039;6th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your link to the Celestial allows you to serve as a conduit for radiant energy. You have Resistance to Radiant Damage, and when you cast a Spell that deals Radiant or Fire Damage, you can add your Charisma Modifier to one Damage roll of the Spell against one of its targets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Celestial Resilience ====&lt;br /&gt;
&#039;&#039;10th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain divine vitality as you recuperate. When you finish a Long Rest, choose up to five other creatures, you and the chosen creatures each gain a number of Temporary Hit Points equal your Warlock Level + your Charisma Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Searing Vengeance ====&lt;br /&gt;
&#039;&#039;14th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The radiant energy you channel allows you to resist death. When you would to make a Death Saving Throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain Hit Points equal to half your Hit Point Maximum, and then you stand up if you choose to do so. Each creature of your choice that is within 30ft of you takes Radiant Damage equal to 2d8 + your Charisma Modifier, and is [[Conditions#Blinded|Blinded]] until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blinding Blink ====&lt;br /&gt;
&#039;&#039;18th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can teleport to an unoccupied space within 30ft of you. After you do, all creatures of your choice within 15ft of you must make a Constitution Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Coven ==&lt;br /&gt;
Grandmother, wood witch, medicine woman, old crone; the strange creatures known as hags go by many names. Their motivations are nearly alays sinister, and they delight in the suffering of others. When hags gather and form a magic pact, known as a Coven, they gain access to power beyond what any of them could hope to achieve individually. Together, their ability to sow pain increases tenfold. What strange bargain have you made to access the Coven&#039;s unorthodox magic?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Coven Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Weird Magicks|Weird Magicks]] || 1st || You can change the Damage Type of your Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Deviant Recovery|Deviant Recovery]] || 6th || You can use Draw on Power to give your allies their Spell Slots back&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Vile Resilience|Vile Resilience]] || 10th || You can use a Reaction to gain Resistance to Damage from magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Personal Coven|Personal Coven]] || 14th || You can form a Coven with your allies and share Known Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Potent Coven|Potent Coven]] || 18th || Coven Spells are cast at a higher Level&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Caustic Brew|Caustic Brew]], [[Level 1#Hideous Laughter|Hideous Laughter]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Alter Self|Alter Self]], [[Level 2#Wither and Bloom|Wither and Bloom]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Bestow Curse|Bestow Curse]], [[Level 3#Stinking Cloud|Stinking Cloud]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Aversion|Aversion]], [[Level 4#Lost Legacy|Lost Legacy]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Contagion|Contagion]], [[Level 5#Dominate Person|Dominate Person]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weird Magicks ====&lt;br /&gt;
&#039;&#039;1st Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Coven you serve grants you knowledge of their unorthodox Spellcasting. When you cast a Warlock Spell of 1st Level or higher, you can replace its Damage Type with a Damage Type from another Warlock Spell you Know, altering the Spell for this casting only. Spells cast in this way resemble the strange magic of the hags, and may be unrecognizable to traditional Spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deviant Recovery ====&lt;br /&gt;
&#039;&#039;6th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have been granted rare insights into the magic of Covens. As an Action, you can expend a use of your Draw On Power feature. When you do this, you touch a number of willing Spellcasters equal to your number of maximum Pact Slots. A Spellcaster you touch in this way immediately regains expended Spell Slots that have a combined Level equal to the Level of your Pact Slot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vile Resilience ====&lt;br /&gt;
&#039;&#039;10th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have served your Coven well and they have rewarded you with a strange magical ward, When you take Damage from a spell or other magical effect. You can use your Reaction when you would take Damage from a Spell or a magical effect. When you do so, you gain Resistance to all the Damage dealt by that Spell or magical effect until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Reaction a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Personal Coven ====&lt;br /&gt;
&#039;&#039;14th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have grown powerful enough to form a Coven of your own. At the end of a Long Rest, choose up to two other willing Spellcasters to form your Coven with. While all members of the Coven are within 30ft of one another, all members of the Coven can cast the Spells Prepared by another member of the Coven in addition to the member&#039;s own Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
All members of a Coven are always aware of the location of all other members, as long as all members are on the same plane of existence.&amp;lt;br&amp;gt;&lt;br /&gt;
When you form a Coven, the bond remains in place until you finish 1d6 Long Rests, or a Coven member dies. You can then form a new Coven at the end of your next Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Potent Coven ====&lt;br /&gt;
&#039;&#039;18th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you, or a member of your Coven from your Personal Coven feature casts a Spell gained from your Personal Coven feature, that Spell is cast at 1 Level higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Elder Sphinx ==&lt;br /&gt;
Immortal guardians of divine treasures, Sphinxes live to test mortals who desire the relics of forgotten deities. They are masters of riddles and other trials that reveal the true nature of those they put to the test. To an Elder Sphinx, time has no meaning, and legends say the most powerful Sphinxes can influence the flow of time with their ancient magic.&amp;lt;br&amp;gt;&lt;br /&gt;
You have entered into a pact with one such Elder Sphinx. Do you work in tandem, or did you fail the test of the Sphinx, and rather then perish you opted to serve them with your life?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elder Sphinx Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Guardian&#039;s Ward|Guardian&#039;s Ward]] || 1st || You can create a slowing field&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Time Slip|Time Slip]] || 6th || You can effectively teleport double your Speed by stopping time&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Inscrutable|Inscrutable]] || 10th || You&#039;re better at lying and immune to Divination Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eternal Guardian|Eternal Guardian]] || 10th || You don&#039;t need sustenance or sleep and age much slower&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Power of the Ancients|Power of the Ancients]] || 14th || You can cast the Time Stop Spell in your Guardian&#039;s Ward&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#A Game of Riddles|A Game of Riddles]] || 18th || You can counter Spells cast by enemies if they fail a Wisdom Saving Throw&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Command|Command]], [[Level 1#Sanctuary|Sanctuary]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Lesser Restoration|Lesser Restoration]], [[Level 2#Zone of Truth|Zone of Truth]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Sending|Sending]], [[Level 3#Slow|Slow]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Arcane Eye|Arcane Eye]], [[Level 4#Locate Creature|Locate Creature]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Dispel Evil and Good|Dispel Evil and Good]], [[Level 5#Legend Lore|Legend Lore]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guardian’s Ward ====&lt;br /&gt;
&#039;&#039;1st Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The power granted by your patron allows you to prevent the unworthy from approaching you, or the things you protect. You can use an Action to project a small but powerful ward outward from yourself, that is a Still Emanation with a Radius of a number of feet equal to 5 x your Charisma Modifier. When a creature enters the area of your Ward, or starts its turn within it, it must make a Strength Saving Throw against your Spell Save DC. On a failed Save, the creature&#039;s Speed is reduced to 0 until the start of its next turn. On a successful Save, the target is [[Conditions#Slowed|Slowed]] until the start of its next turn. The Ward lasts for 1 minute, until you lose Concentrate on the Ward, or until you leave the area of the Ward.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Time Slip ====&lt;br /&gt;
&#039;&#039;6th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can manipulate time, much like your patron. As a Bonus Action, you can pause time and move up to twice your Speed without provoking Opportunity Attacks. You can only use your Speed while time is stopped, you cannot use Actions, Bonus Actions, or Reactions. Time resumes when you finish your movement.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inscrutable ====&lt;br /&gt;
&#039;&#039;10th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron shields you from divination magic, much like they are shielded from such spells. You are immune to any effect that would sense your emotions or read your thoughts, as well as any Divination Spell that you choose not to be affected by. Additionally, any Wisdom (Insight) Checks made to ascertain your intentions or sincerity are made at Disadvantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eternal Guardian ====&lt;br /&gt;
&#039;&#039;10th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Sphinx you serve has blessed you with a semblance of their immortality. You no longer require food, drink, or sleep. In addition, for every 10 years that pass, your body ages only 1 year, and you are immune to being aged by magic.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power of the Ancients ====&lt;br /&gt;
&#039;&#039;14th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an empowered mastery over time, but only in your small area of influence. As an Action, while your Guardian&#039;s Ward feature is active, you can cast a limited version of the [[Level 9#Time Stop|Time Stop]] Spell without expending a Spell Slot or Material Components. While the [[Level 9#Time Stop|Time Stop]] Spell is active in this way, you can only interact with creatures and objects within the area of your Guardian&#039;s Ward feature. When this casting of the [[Level 9#Time Stop|Time Stop]] Spell ends, your Guardian&#039;s Ward feature ends as well.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature you must finish a Long Rest before you can use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A Game of Riddles ====&lt;br /&gt;
&#039;&#039;18th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature you can see within 30ft of you casts a Spell, you can use your Reaction to present a riddle to that creature. When you do, that creature either must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, the Spell fails and has no effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Fathomless ==&lt;br /&gt;
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? These beings are usually aberrations that are slowly trying to break into the world rather than using Aberrant Incursions.&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.&amp;lt;br&amp;gt;&lt;br /&gt;
Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fathomless Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Tentacle of the Deeps|Tentacle of the Deeps]] || 1st || You create a Tentacle to Attack enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Gift of the Sea|Gift of the Sea]] || 1st || You can swim and breathe underwater&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Oceanic Soul|Oceanic Soul]] || 6th || You get Resistance to Cold Damage and can speak to anyone while underwater&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Guardian Coil|Guardian Coil]] || 6th || You can use your Tentacle to block Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasping Tentacles|Grasping Tentacles]] || 10th || You get the [[Level 4#Black Tentacles|Black Tentacles]] Spell, it gives you Temporary Hit Points when you cast it, and it&#039;s harder for you to lose Concentration on it&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fathomless Plunge|Fathomless Plunge]] || 14th || You can teleport to water&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasp of the Deep|Grasp of the Deep]] || 18th || You can Grapple nearby enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Create or Destroy Water|Create or Destroy Water]], [[Level 1#Fog Cloud|Fog Cloud]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Gust of Wind|Gust of Wind]], [[Level 2#Silence|Silence]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Lightning Bolt|Lightning Bolt]], [[Level 3#Thunderstep|Thunderstep]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Control Water|Control Water]], [[Level 4#Summon Elemental|Summon Elemental (Water elemental only)]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Arcane Hand|Arcane Hand (Appears as a Tentacle)]], [[Level 5#Cone of Cold|Cone of Cold]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tentacle of the Deeps ====&lt;br /&gt;
&#039;&#039;1st Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically summon a spectral Tentacle that strikes at your foes. As a Bonus Action, you create a 10ft long Tentacle at a point you can see within 60ft of you. The Tentacle lasts for 1 minute or until you use this feature to create another Tentacle. As part of the Bonus Action you use to summon the Tentacle and as a Bonus Action on each subsequent turn while the Tentacle is active, you can move the Tentacle up to 30ft and make a Melee Spell Attack against one creature within 10ft of it. On a hit, the target takes 1d8 Cold Damage, and its Speed is reduced by 10ft until the start of your next turn. When you reach 10th Level in this class, the Damage increases to 2d8.&amp;lt;br&amp;gt;&lt;br /&gt;
You can summon the Tentacle a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of the Sea ====&lt;br /&gt;
&#039;&#039;1st Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Swimming Speed of 40ft, and can breathe both air and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oceanic Soul ====&lt;br /&gt;
&#039;&#039;6th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are now even more at home in the depths. You gain Resistance to Cold Damage. In addition, when you are fully submerged in water, any creature that is also fully submerged in that water can understand your speech, and you can understand theirs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guardian Coil ====&lt;br /&gt;
&#039;&#039;6th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Tentacle of the Deeps feature can defend you and others, interposing itself between them and harm. When you or a creature you can see takes Damage while within 10ft of your Tentacle summoned by your Tentacle of the Deeps feature, you can use your Reaction to choose one of those creatures and reduce the Damage taken by that creature by 1d8. When you reach 10th Level in this class, the Damage reduced is increased to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasping Tentacles ====&lt;br /&gt;
&#039;&#039;10th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn the [[Level 4#Black Tentacles|Black Tentacles]] Spell. It is a Warlock Spell for you, and does not count against your number of Spells Known. You can also cast the [[Level 4#Black Tentacles|Black Tentacles]] Spell as a Warlock Spell once without expending a Spell Slot, regaining the ability to do so when you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you cast the [[Level 4#Black Tentacles|Black Tentacles]] Spell, your patron’s magic bolsters you, granting you a number of Temporary Hit Points equal to your Warlock Level. Moreover, Damage can’t break your Concentration on the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fathomless Plunge ====&lt;br /&gt;
&#039;&#039;14th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically open temporary conduits to watery destinations. As an Action, you can teleport yourself and up to five other willing creatures that you can see within 30ft of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water of your choice that you’ve seen that&#039;s the size of a pond or larger,  or within 30ft of it, each creature appears in an unoccupied space within 30ft of the others.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasp of the Deep ====&lt;br /&gt;
&#039;&#039;18th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you usher in the restricting grasp of the deep. Choose any number of creatures within 120ft of you. Those creature make a Dexterity Saving Throw as tentacles grasp them. On a failed Save, a creature is [[Conditions#Grappled|Grappled]] for 1 minute. At the end of a [[Conditions#Grappled|Grappled]] creature&#039;s turn, it can repeat the Save, ending the effect on a success.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Fiend ==&lt;br /&gt;
You have made a pact with an evil highling, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fiend Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dark One&#039;s Blessing|Dark One&#039;s Blessing]] || 1st || When you kill an enemy you get Temporary Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dark One&#039;s own Luck|Dark One&#039;s own Luck]] || 6th || You can buff your failed Ability Checks and Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fiendish Resilience|Fiendish Resilience]] || 10th || You can get a Damage Resistance of your choice&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hurl Through Hell|Hurl Through Hell]] || 14th || You can deal a ton of Psychic Damage to a creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fiendish Retribution|Fiendish Retribution]] || 18th || You can hurt foes that hurt you&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Burning Hands|Burning Hands]], [[Level 1#Command|Command]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Blindness/Deafness|Blindness/Deafness]], [[Level 2#Scorching Ray|Scorching Ray]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Fireball|Fireball]], [[Level 4#Stinking Cloud|Stinking Cloud]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Fire Shield|Fire Shield]], [[Level 4#Wall of Fire|Wall of Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Hallow|Hallow]], [[Level 5#Immolation|Immolation]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark One’s Blessing ====&lt;br /&gt;
&#039;&#039;1st Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you reduce a creature to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma Modifier + your Warlock Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark One’s own Luck ====&lt;br /&gt;
&#039;&#039;6th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can call on your patron to alter fate in your favor. As a Reaction when you fail on an Ability Check or Saving Throw, you can add a d10 to your roll.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fiendish Resilience ====&lt;br /&gt;
&#039;&#039;10th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish a Long Rest, choose one Damage Type. You gain Resistance to that Damage Type until you you finish a Long Rest. Damage from magical [[Armor and Weapons#Weapons|Weapons]] or silvered [[Armor and Weapons#Weapons|Weapons]] ignores this Resistance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hurl Through Hell ====&lt;br /&gt;
&#039;&#039;14th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with an Attack, you can use this feature to bombard the creature with psychic pain and visions of flame and fire.&amp;lt;br&amp;gt;&lt;br /&gt;
The target is [[Conditions#Incapacitated|Incapacitated]] until the end of your next turn. At the end of your next turn, the target takes 10d10 Psychic Damage as it reels from its horrific experience.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fiendish Retribution ====&lt;br /&gt;
&#039;&#039;18th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature within 30ft of you deals Damage to you, you can use your Reaction to deal 2d6 Psychic Damage and 2d6 Fire Damage to that creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Genie ==&lt;br /&gt;
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach. Many genies who do not live in Drakomere are invasive forces who want a taste of the power in the Chaos.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Genie Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Genie&#039;s Choice|Genie&#039;s Choice]] || 1st || You choose a type of Genie&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Genie&#039;s Vessel|Genie&#039;s Vessel]] || 1st || You get a lamp that you can enter, you can also deal extra Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elemental Gift|Elemental Gift]] || 6th || You get Resistance to a Damage Type and can fly&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Sanctuary Vessel|Sanctuary Vessel]] || 10th || You can have allies enter your lamp and you can take Long Rests in it&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Limited Wish|Limited Wish]] || 14th || You can cast any Spell of 6th Level or lower once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Wish Magic|Wish Magic]] || 18th || You get the [[Level 9#Wish|Wish]] Spell and it&#039;s harder to lose&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. You add all the Spells in the Genie Spells column, and all the Spells in the column of the type of Genie you selected in your Genie&#039;s Power feature to the Warlock Spell List.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spells&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Genie Spells !! Dao Spells !! Djinni Spells !! Efreeti Spells !! Marid Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Detect Evil and Good|Detect Evil and Good]] || [[Level 1#Sanctuary|Sanctuary]] || [[Level 1#Thunderwave|Thunderwave]] || [[Level 1#|Burning Hands|Burning Hands]] || [[Level 1#Fog Cloud|Fog Cloud]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Demand Offering]] || [[Level 2#Dust Devil|Dust Devil]] || [[Level 2#Gust of Wind|Gust of Wind]] || [[Level 2#Scorching Ray|Scorching Ray]] || [[Level 2#Blur|Blur]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Create Food and Water|Create Food and Water]] || [[Level 3#Meld Into Stone|Meld Into Stone]] || [[Level 3#Wind Wall|Wind Wall]] || [[Level 3#Fireball|Fireball]] || [[Level 3#Wall of Water|Wall of Water]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Phantasmal Killer|Phantasmal Killer]] || [[Level 4#Stone Shape|Stone Shape]] || [[Level 4#Greater Invisibility|Greater Invisibility]] || [[Level 4#Fire Shield|Fire Shield]] || [[Level 4#Control Water|Control Water]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Creation|Creation]] || [[Level 5#Wall of Stone|Wall of Stone]] || [[Level 5#Seeming|Seeming]] || [[Level 5#Immolation|Immolation]] || [[Level 5#Cone of Cold|Cone of Cold]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Genie&#039;s Choice ====&lt;br /&gt;
&#039;&#039;1st Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the following types of Genies: Dao (Earth), Djinni (Air), Efreeti (Fire), Marid (Water). This choice will affect features in this class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Genie’s Vessel ====&lt;br /&gt;
&#039;&#039;1st Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The Vessel is a Tiny object, and you can use it as a Warlock Spellcasting Focus. While you are touching the Vessel, you can use it in the following ways:&lt;br /&gt;
*&#039;&#039;&#039;Bottled Respite.&#039;&#039;&#039; As an Action, you can magically vanish and enter your Vessel, which remains in the space you left. The interior of the Vessel is an extradimensional space in the shape of a 20ft Radius Cylinder that&#039;s 20ft high, and resembles your Vessel. The interior is appointed with cushions and low tables and is a comfortable temperature for you. While inside, you can hear the area around your Vessel as if you were in its space. You can remain inside the Vessel up to a number of hours equal to 2 x your Proficiency Bonus. You can exit the Vessel early as a Free Action, and you exit early if you die, or the Vessel is destroyed. When you exit the Vessel, you appear in an unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the Vessel is destroyed, every object stored there harmlessly appears in an unoccupied spaces closest to the Vessel’s former space. Once you enter the Vessel, you can’t enter again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Genie’s Wrath.&#039;&#039;&#039; Once during each of your turns when you hit on an Attack, you can deal additional Damage to the target equal to your Proficiency Bonus. The type of this damage is determined by your patron: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).&lt;br /&gt;
The Vessel’s AC equals your Spell Save DC. It has a number of Hit Points equal your Warlock Level + your Proficiency Bonus, and it is Immune to Poison and Psychic Damage.&lt;br /&gt;
If the vessel is destroyed or you lose it, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony can be performed during a Short or Long Rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elemental Gift ====&lt;br /&gt;
&#039;&#039;6th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You begin to take on characteristics of your patron’s kind. You gain have Resistance to a Damage Type determined by your patron: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, as a Bonus Action, you can give yourself a 30ft Flying Speed for 10 minutes, during which you can hover. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sanctuary Vessel ====&lt;br /&gt;
&#039;&#039;10th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your Vessel from your Genie&#039;s Vessel feature via your Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30ft of you, the chosen creatures enter the Vessel with you in the same way.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can force any number of creatures to exit the Vessel. Also, all creatures exit the Vessel if you die or the Vessel is destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, any creature that remains in the Vessel for at least 10 minutes gains the benefit of finishing a Short Rest, adding your Proficiency Bonus to the number of Hit Points they regain if they spend any Hit Dice as part of that Short Rest. Also, any creature that remains in your Vessel for 1 and a half hours gains the benefit of finishing a Long Rest, and gains a number of Temporary Hit Points equal to your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Limited Wish ====&lt;br /&gt;
&#039;&#039;14th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You entreat your patron to grant you a small wish. As an Action, you can speak your desire to your Genie’s Vessel, requesting the effect of a Spell of 6th Level or lower with a Casting Time of 1 Action from any class&#039;s Spell List, and without expending a Spell Slot or Components.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish 1d4 Long Rests.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wish Magic ====&lt;br /&gt;
&#039;&#039;18th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the [[Level 9#Wish|Wish]] Spell as an option for your Mystic Arcanum (9th Level) feature. You can cast either the [[Level 9#Wish|Wish]] Spell or the Spell you selected when you use that feature. When you cast the [[Level 9#Wish|Wish]] Spell and would roll a d6 to determine if you lose the ability to cast the [[Level 9#Wish|Wish]] Spell, you instead roll a d12.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Great Old One ==&lt;br /&gt;
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. These creatures can be outside Drakomere, wanting to break into Drakomere for its concentrated creation energy, or are one of the seven Aberrant Lords in the Twisted-Lands.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Great Old One Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Awakened Mind|Awakened Mind]] || 1st || You can speak telepathically and can cast an Invisible Mage Hand&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Entropic Ward|Entropic Ward]] || 6th || You can make Attacks against you worse&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Thought Shield|Thought Shield]] || 10th || You get Immunity to Psychic Damage and deal any Psychic Damage you wold take back to the foe that tried to Damage you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Create Thrall|Create Thrall]] || 14th || You can [[Conditions#Charmed|Charm]] a creature permanently&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasping Will|Grasping Will]] || 18th || You mind control the creature you [[Conditions#Charmed|Charm]] with Create Thrall&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Bane, Cloak of Secrets, Command, Dissonant Whispers, Faerie Fire, Hideous Laughter, Silent Image, Silvery Barbs, &lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Alter Self, Augmenting Wall, Crown of Madness, Detect Thoughts, Demand Offering, Magic Mouth, Phantasmal Force, Rope Trick, Silence, They Know, Unspoken Name, Vortex Warp, Wristpocket&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Ally Across Time, Blink, Dominate Beast, Enthrall, Sending&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Aversion, Bestow Curse, Black Tentacles, Divination, Lost Legacy, &lt;br /&gt;
|-&lt;br /&gt;
| 5th || Contagion, Dominate Person, Mislead, Modify Memory, Passwall, Planar Binding, Reincarnate, Sinking Maw, Sonic Boom, Taboo, Telekinesis&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Awakened Mind ====&lt;br /&gt;
&#039;&#039;1st Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The hidden potential of your mind is unlocked. You can telepathically communicate with any creature you can see within 60ft. You don’t need to share a [[Languages|Language]], but the target must speak at least one [[Languages|Language]] in order to respond to you. You can only use this feature to communicate with one creature at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you learn the [[Cantrips#Mage Hand|Mage Hand]] Cantrip, but it doesn&#039;t count against your number of Cantrips Known. When you cast the [[Cantrips#Mage Hand|Mage Hand]] Cantrip, it does not require Components and the mage hand is [[Conditions#Invisible|Invisible]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Entropic Ward ====&lt;br /&gt;
&#039;&#039;6th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature hits you with an Attack, you can use your Reaction to impose Disadvantage on that roll. If the Attack misses you, your next Attack against the creature that Attacked you has Advantage before the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thought Shield ====&lt;br /&gt;
&#039;&#039;10th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your thoughts can’t be read by any means unless you allow it. You also gain Immunity to Psychic Damage, and whenever a creature would deal Psychic Damage to you, that creature takes the amount of Psychic Damage it would have dealt to you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Thrall ====&lt;br /&gt;
&#039;&#039;14th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to infect a Humanoid’s mind with the alien magic of your patron. You can use your Action to touch an [[Conditions#Incapacitated|Incapacitated]] Humanoid. That creature becomes [[Conditions#Charmed|Charmed]] by you, which ends only if the [[Level 3#Remove Curse|Remove Curse]] Spell or similar magic is cast on it, or you use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
While [[Conditions#Charmed|Charmed]] in this way, you can telepathically communicate with that creature while you and that creature are on the same plane of existence.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasping Will ====&lt;br /&gt;
&#039;&#039;18th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A creature you [[Conditions#Charmed|Charm]] with your Create Thrall feature, is permanently under the effects of the [[Level 5#Dominate Person|Dominate Person]] Spell as if you had cast it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Great Wyrm ==&lt;br /&gt;
Inherently magical creatures with incredibly long lifespans, dragons hoard not only wealth and material possessions, but servants and slaves as well. Benevolent and malicious, kind and terrible, good and evil, ancient dragons of all types have motivations beyond comprehension to most mortal beings.&amp;lt;br&amp;gt;&lt;br /&gt;
What sort of bargain did you enter into in order to access the overwhelming elemental power of an ancient dragon?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Great Wyrm Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Draconic Spark|Draconic Spark]] || 1st || You choose a type of Dragon and corresponding Damage Type to gain Resistance to, you also learn [[Languages|Draikyaan]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elemental Potency|Elemental Potency]] || 6th || You deal more Damage with your Draconic Spark Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Imposing Presence|Imposing Presence]] || 10th || You&#039;re Immune to being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]], and if someone tries to [[Conditions#Charmed|Charm]] or [[Conditions#Frightened|Frighten]] you they take Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dragon Wings|Dragon Wings]] || 14th || You can fly&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elemental Reach|Elemental Reach]] || 18th || You choose two more types of Dragons and corresponding Damage Types for you Draconic Spark&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Absorb Elements, Chaos Bolt, Chromatic Orb, Command, Detect Magic, Identify, Thunderwave&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Binding Ice, Demand Offering, Detect Thoughts, Draconic Scorcher, Dragon&#039;s Breath, Dragon&#039;s Voice, Gust of Wind, Heat Metal, Scorching Ray, See Invisibility&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Call Lightning, Draconic Stride, Elemental Weapon, Fireball, Haste, Instant Audience, Lightning Bolt, Magnificent Tower, Minute Meteors, Motivational Speech, Protection From Energy,&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Compulsion, Destructive Resonance, Divination, Ice Storm, Vitriolic Sphere, Polymorph, Secret Chest, Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Cone of Cold, Control Winds, Creation, Destructive Wave, Dominate Person, Fingers of Lightning, Flame Strike, Freedom of the Winds, Immolation, Sonic Boom, &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Draconic Spark ====&lt;br /&gt;
&#039;&#039;1st Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Great Wyrm imbues you with a Draconic Spark, a fraction of its elemental power. Ancient Dragons can impart any element, but they most often bestow one that matches their Breath Weapon. Choose either Acid, Cold, Fire, Force, Lighting, Necrotic, Poison, Psychic, Radiant, or Thunder for your Draconic Spark. You gain Resistance to your Draconic Spark Damage Type, and any time you cast a Warlock Spell that deals Damage, you can change the Damage Type of the Spell to your Draconic Spark Damage Type.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the power of your Draconic Spark allows you to speak, read, and write [[Languages|Draikyaan]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elemental Potency ====&lt;br /&gt;
&#039;&#039;6th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The power of your Spark grows, increasing the power of your Spells. When you cast a Spell of 1st Level or higher that deals your Draconic Spark Damage Type before you change the Damage Type with your Draconic Spark feature, you add a d8 to the Damage of the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Imposing Presence ====&lt;br /&gt;
&#039;&#039;10th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body has been steeped in the overwhelming draconic magic of your patron, empowering your willpower and force of personality. You are Immune to the [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]] Conditions and when a creature would attempt to [[Conditions#Charmed|Charm]] or [[Conditions#Frightened|Frighten]] you, it takes Psychic Damage equal to your Warlock Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dragon Wings ====&lt;br /&gt;
&#039;&#039;14th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to magically manifest a pair of leathery dragon wings from your back, which grant you a Flying Speed equal to your Walking Speed, and last until you  dismiss the wings as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elemental Reach ====&lt;br /&gt;
&#039;&#039;18th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose two of the Damage Types listed in your Draconic Spark feature that you did not choose previously. When you use your Draconic Spark feature and your Elemental Potency feature, you can use those Damage Types as well as the Damage Type you originally chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Hexblade ==&lt;br /&gt;
You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.&amp;lt;br&amp;gt;&lt;br /&gt;
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events in Drakomere to her inscrutable ends. The Raven Queen and her blades wish to break into Drakomere.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hexblade Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hexblade&#039;s Curse|Hexblade&#039;s Curse]] || 1st || You can mark a creature, dealing extra Damage to it, increasing your Crit Range against it, and gaining Temporary Hit Points when you kill it&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hex Warrior|Hex Warrior]] || 1st || You can bond to a [[Armor and Weapons#Weapons|Weapons]] and use your Charisma for your Attacks with it, you can also dissipate and summon it, all your Pact Weapons with Pact of the Blade are bonded [[Armor and Weapons#Weapons|Weapons]], you also get Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Accursed Specter|Accursed Specter]] || 6th || When you kill a Humanoid you can make it a ghost to serve you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Armor of Hexes|Armor of Hexes]] || 10th || When a creatures marked with Hexblade&#039;s Curse hits you, you have a 50% chance not to get hit&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hexed Fury|Hexed Fury]] || 14th || You can enter a frenzy when you mark a creature with Hexblade&#039;s Curse, being way better at Attacking marked creatures&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Master of Hexes|Master of Hexes]] || 18th || When you kill a marked creature you can mark another creature for free&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Compelled Duel, Dissonant Whispers, Ensnaring Strike, Halo of Glory, Heroism, Hunter&#039;s Mark Searing Smite, Shield, Shield of Faith, Silvery Barbs, Sudden Spark, Wrathful Smite, Zephyr Strike&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Bark Skin, Blur, Branding Smite, Flame Blade, Gale Weapons, Heat Metal, Kinetic Jaunt, Magic Weapon, Spiritual Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Allegro, Battle Trance, Battlemind Link, Blink, Cold Snap, Crusader&#039;s Mantle, Elemental Weapon, Gluey Globule, Haste, Slow&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Fire Shield, Frost Armor, Holy Glare, March of Blades, Phantasmal Killer, Staggering Smite&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Banishing Smite, Cone of Cold, Holy Weapon, Shining Armor, Steel Wind Strike&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hexblade’s Curse ====&lt;br /&gt;
&#039;&#039;1st Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to place a baleful curse on someone. As a Bonus Action, choose one creature you can see within 30ft of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are [[Conditions#Incapacitated|Incapacitated]]. Until the curse ends, you gain the following benefits:&lt;br /&gt;
*You gain a bonus to Damage rolls against the cursed target equal to your Proficiency Bonus.&lt;br /&gt;
*Your Crit Range is increased by 1 on Attacks against the target.&lt;br /&gt;
*If the cursed target dies, you regain Hit Points equal to your Warlock Level + your Charisma Modifier.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Warrior ====&lt;br /&gt;
&#039;&#039;1st Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You acquire the training necessary to effectively arm yourself for battle. You gain Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]].&amp;lt;br&amp;gt;&lt;br /&gt;
The influence of your patron also allows you to mystically channel your will through a particular [[Armor and Weapons#Weapons|Weapons]]. Whenever you finish a Long Rest, you can touch one [[Armor and Weapons#Weapons|Weapons]] that you are Proficient with and that lacks the Two-Handed Property. When you Attack with that [[Armor and Weapons#Weapons|Weapons]], you can use your Charisma Modifier, instead of Strength or Dexterity, for the Attack and Damage Rolls. This benefit lasts until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Every [[Armor and Weapons#Weapons|Weapons]] you summon with a Pact of The Blade Pact Boon gains the benefit of this feature, no matter the [[Armor and Weapons#Weapons|Weapon&#039;s]] type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Accursed Specter ====&lt;br /&gt;
&#039;&#039;6th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can curse the soul of a person you slay, temporarily binding it to your service. When you reduce a Humanoid to 0 Hit Points, you can cause its spirit to rise from its corpse as a Specter. When the Specter appears, it gains Temporary Hit Points equal to half your Warlock Level. The Specter acts after you in Initiative and you must command it using a Bonus Action. If you do not give the Specter a command, it will take the Dodge Action.&amp;lt;br&amp;gt;&lt;br /&gt;
The Specter has a bonus to its Attack Rolls equal to your Charisma Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
The specter remains in your service until the end of your next Long Rest, at which point it vanishes to the afterlife.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you bind a Specter with this feature, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Armor of Hexes ====&lt;br /&gt;
&#039;&#039;10th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your hex grows more powerful. If the target cursed by your Hexblade’s Curse feature hits you with an Attack, you can use your Reaction to roll a d6. If you roll a 4, 5, or 6, the Attack misses you instead, regardless of the Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hexed Fury ====&lt;br /&gt;
&#039;&#039;14th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you curse a creature with your Hexblade&#039;s Curse feature, you can choose to enter a state of Frenzy. While in this Frenzy, you can only Attack creature&#039;s cursed by your Hexblade&#039;s Curse feature or marked by similar abilities and magic. When you Attack one of these creatures, your Crit Range is doubled and you deal an additional 2d6 Psychic Damage on a hit. This Frenzy lasts for 1 minute or until no creatures are cursed by your Hexblade&#039;s Curse feature or marked with similar abilities and magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you enter this state of Frenzy, you cannot do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master of Hexes ====&lt;br /&gt;
&#039;&#039;18th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse feature dies, you can apply the curse to a different creature you can see within 30ft of you without expending a use of the feature, provided you aren’t [[Conditions#Incapacitated|Incapacitated]].&amp;lt;br&amp;gt;&lt;br /&gt;
Also, when you curse a creature with your Hexblade&#039;s Curse feature, you can choose one willing creature within 30ft of you. That creature also gains the benefits of your Hexblade&#039;s Curse feature against the cursed creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Primeval Growth ==&lt;br /&gt;
Not all who serve nature seek balance as Druidic Circles do. Older, and oftentimes more sinister forces are at work in the ancient forests of the world. Eldest of all plant life, ancient trees, sacred groves, and sentient forests can remember an age when plants, not mortals or beasts, dominated the land. These ancient beings are known as Primeval Growths, the power limited only by the roots that hold them in place.&amp;lt;br&amp;gt;&lt;br /&gt;
Able to channel elder nature magic, these ancient beings lend their power to mortals who have the ability to move about the world, and can work to enact their primal will.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Primeval Growth Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasping Vines|Grasping Vines]] || 1st || You get Thorn Whip and when you deal Damage or [[Conditions#Restrained|Restrain]] with [[Cantrips#Thorn Whip|Thorn Whip]] or a Spell from your Expanded Spell List you can deal extra Damage and get that much Temporary Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Primeval Resistance|Primeval Resistance]] || 6th || You&#039;re AC can&#039;t be less than 16 and you target two creatures with [[Cantrips#Thorn Whip|Thorn Whip]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Arboreal Guardian|Arboreal Guardian]] || 10th || You get Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage and can use photosynthesis&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Wrath of the Wilds|Wrath of the Wilds]] || 14th || You can [[Conditions#Restrained|Restrain]] nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Primeval Manifestation|Primeval Manifestation]] || 18th || You don&#039;t care about mundane Difficult Terrain, get Resistance to Poison Damage, and deal Damage to [[Conditions#Restrained|Restrained]] creatures&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Earth Tremor, Ensnaring Strike, Entangle, Find Familiar, Goodberry, Ray of Sickness, Snare, Hail of Thorns&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Acid Arrow, Animal Messenger, Ashen Memory, Barkskin, Beanstalk, Beast Sense, Earthen Grasp, Find Steed, Locate Animals or Plants, Protection From Poison, Spike Growth, Web, Wither and Bloom&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Acid Cloud, Ashen Path, Elemental Weapon, Erupting Earth, Life Transference, Plant Growth&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Faithful Hound, Grasping Vine, Glistening Acid Slick, Grasping Vine, Guardian of Nature, Nature&#039;s Balance, Stockade Sprouts, Stone Shape, Stoneskin, Storm Sphere Vitriolic Sphere,&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Cone of Cold, Contagion, Sinking Maw, Sun Flower, Tree Stride, Wrath of Nature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasping Vines ====&lt;br /&gt;
&#039;&#039;1st Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your pact with the Primeval Growth you are imbued with a seed of natural magic. You learn the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip as a Warlock Spell that doesn&#039;t count against your number of Cantrips Known. When you hit a creature with the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip, or when you Damage or [[Conditions#Restrained|Restrain]] a creature with one of the Spells from your Expanded Spell List feature, you can use a Bonus Action to drain the life force from one target of the Spell. When you do so, the creature takes Necrotic Damage equal to your Warlock Level, and you immediately gain Temporary Hit Points equal to your Warlock Level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Bonus action a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primeval Resistance ====&lt;br /&gt;
&#039;&#039;6th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic of the Primeval Growth has begun to change your body. Your skin becomes rough and treelike, and your Armor Class cannot be less than 16. In addition, when you cast the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip, you can target up to two creatures that are within the Range of the Spell&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arboreal Guardian ====&lt;br /&gt;
&#039;&#039;10th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your bark-like skin grants you Resistance to all non-magical Bludgeoning, Piercing, and Slashing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you no longer require food or drink, if you spend at least one hour in sunlight each day.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wrath of the Wilds ====&lt;br /&gt;
&#039;&#039;14th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use an Action to lash out with grasping roots at a number of creatures within 30ft, equal to your Proficiency Bonus. Each creature you chose must make a Strength Saving Throw, or be [[Conditions#Restrained|Restrained]] for 1 minute. As an Action, creatures [[Conditions#Restrained|Restrained]] in this way can make a Strength (Athletics) Check against your Spell Save DC, escaping from the primeval growth on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primeval Manifestation ====&lt;br /&gt;
&#039;&#039;18th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the Primeval Growth has fully manifested in you, you gain the following benefits:&lt;br /&gt;
*You are unaffected by non-magical Difficult Terrain.&lt;br /&gt;
*You gain Resistance to Poison Damage.&lt;br /&gt;
*Creatures [[Conditions#Restrained|Restrained]] by you take Poison Damage and Piercing Damage equal to your Proficiency Bonus at the start of each of your turns.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Titan ==&lt;br /&gt;
Powerful giants bound together by elemental magic, hulking elementals that would become the landscape itself, and legendary Titans, like the Tarrasque, that still slumber beneath the earth. In remote places of the material plane these ancient beings sleep, their power dormant, waiting for an opportunity to remind the world of their existence.&amp;lt;br&amp;gt;&lt;br /&gt;
Why were you chosen by a Titan? Are they trapped, and need someone to carry out their will in the world, or do you draw your power from an ancient slumbering giant?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Titan Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elder Soul|Elder Soul]] || 1st || You get more health, and learn the [[Languages|Language]] of, and are better at interacting with either Giants or Elementals&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Colossal Form|Colossal Form]] || 1st || You increase your Size and add your Charisma Modifier to your Strength Ability Checks, Saving Throws, and Damage Rolls&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Titanic Endurance|Titanic Endurance]] || 6th || You can reduce Damage you take&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Stalwart Brood|Stalwart Brood]] || 10th || You add your Charisma Modifier to your Strength and Constitution Checks and Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Legendary Behemoth|Legendary Behemoth]] || 14th || You grow two Sizes and deal more Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Retributive Behemoth|Retributive Behemoth]] || 18th || You can hurt and knock [[Conditions#Prone|Prone]] foes that hurt you&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Absorb Elements, Catapult, Chaos Bolt, Chromatic Orb, Earth Tremor&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Barkskin, Dragon&#039;s Breath, Dust Devil, Earthbind, Earthen Grasp, Enlarge/Reduce (Enlarge Only), Flame Blade, Flaming Sphere, Heat Metal, Spike Growth&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Bolstering Brew, Elemental Weapon, Erupting Earth, Meld Into Stone, Minute Meteors, Protection From Energy, Quakewalk, Roaming Pit, Sand Cloak, Wall of Sand&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Destructive Resonance, Frost Armor, Polymorph, Staggering Smite, Steam Strike, Stockade Sprouts, Stoneskin, Stone Shape, Storm Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Create Golem, Destructive Wave, Reincarnate, Sinking Maw, Sonic Boom, Steel Wind Strike, Telekinesis, Transmute Rock, Wall of Stone&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elder Soul ====&lt;br /&gt;
&#039;&#039;1st Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Titanic patron greatly enhances your durability. Your Hit Point Maximum increases by 1, and it increases by 1 again whenever you gain a Level in this class. You also learn to speak, read, and write [[Languages|Elemental]] or [[Languages|Giant]] (your choice) Whenever you make a Charisma check when interacting with Elementals (if you chose Elemental) or Giants (if you chose Giant) your Proficiency Bonus is doubled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Colossal Form ====&lt;br /&gt;
&#039;&#039;1st Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel your patron&#039;s power to grow in size. As a Bonus Action on your turn, you can transform into your Colossal Form, increasing your Size Category by one. While in your Colossal Form, you gain a bonus to the following rolls equal to your Charisma Modifier:&lt;br /&gt;
*All Strength Ability Checks and Strength Saving Throws.&lt;br /&gt;
*All Damage rolls for Strength Melee Weapon Attacks.&lt;br /&gt;
Your Colossal Form lasts for 1 minute, and only ends early if you are [[Conditions#Incapacitated|Incapacitated]] or you choose to end it as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Titanic Endurance ====&lt;br /&gt;
&#039;&#039;6th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the resilience of your patron to reduce incoming Damage. You have a pool of d8s that you spend to fuel this Damage reduction. The number of dice in the pool is equal to 1 + your Warlock Level. As a Reaction, when you take Damage, you can expend a number of dice from this pool, reducing the Damage you took by an amount equal to the combined dice rolls + your Charisma Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain all expended dice at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stalwart Brood ====&lt;br /&gt;
&#039;&#039;10th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your gargantuan patron has deepened. You add your Charisma Modifier to your Strength and Constitution Checks and Saving Throws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legendary Behemoth ====&lt;br /&gt;
&#039;&#039;14th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered the magic of the Titans, and can wield their power with ease. When you adopt your Colossal Form from your Colossal Form feature, you can choose to grow by two Size Categories instead. When you hit a creature with a Weapon Attack while transformed, you can roll one of the Weapon&#039;s Damage dice an additional time, adding the result to the Damage of the Attack. In addition, once you adopt your Colossal Form, it lasts until you are [[Conditions#Incapacitated|Incapacitated]] or end it as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Retributive Behemoth ====&lt;br /&gt;
&#039;&#039;18th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature within 10ft of you deals Damage to you, you can use your Reaction to deal 2d6 Magical Bludgeoning Damage to that creature and knock it [[Conditions#Prone|Prone]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Unblinking ==&lt;br /&gt;
You have entered the service of one of the great and paranoid tyrants known only as Beholders. Their origins are unknown, but their presence is felt in nearly every major city and keep where mortals dwell. Preferring to have others do their dirty work, Beholders are known for employing vast networks of mortals to carry out their paranoid and tyrannical will.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Unblinking Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Unblinking Eye|Unblinking Eye]] || 1st || You get an Unblinking Eye on your forehead, Proficiency in Perception, and add your Charisma Modifier to Perception&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Ocular Ray|Ocular Ray]] || 1st || You can use your Unblinking Eye to cast Spells that make Attack Rolls better&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Unsleeping Awareness|Unsleeping Awareness]] || 6th || You can&#039;t be Surprised and deal more Damage with Spells you cast with your Unblinking Eye&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Prescient Eye|Prescient Eye]] || 10th || You can enter a state where you&#039;re better at Initiative and can add to your AC&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eye Tyrant|Eye Tyrant]] || 14th || You get an anti magic cone from your Unblinking Eye&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#All Seeing Eye|All Seeing Eye]] || 18th || You get Truesight in your ani magic cone and you&#039;re Spells cast with your Unblinking Eye are more powerful&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Chaos Bolt, Chromatic Orb, Guiding Bolt, Ice Knife, Inflict Wounds, Ray of Sickness, Witch Bolt&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Acid Arrow, Draconic Scorcher, Invisibility, Levitate, Ray of Enfeeblement, Scoring Ray, Spiritual Weapon, &lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Blink, Flame Armor, Minute Meteors&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Divination, Holy Glare, Steam Strike, Vitriolic Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Dominate Person, Sun Flower, Telekinesis, Telepathic Bond,&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unblinking Eye ====&lt;br /&gt;
&#039;&#039;1st Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Patron magiaclly implants you with an additional Unblinking Eye, reminiscent of theirs, in the center of your forehead. You gain Proficiency in Perception, and you add your Charisma Modifier to your Wisdom (Perception) Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ocular Ray ====&lt;br /&gt;
&#039;&#039;1st Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Unblinking Eye from your Unblinking Eye feature as a Spellcasting Focus for any Spell that requires an Attack Roll.&amp;lt;br&amp;gt;&lt;br /&gt;
When using your Unblinking Eye as a Spellcasting Focus, you do not need to have a free hand and you can ignore the Somatic Components for your Spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unsleeping Awareness ====&lt;br /&gt;
&#039;&#039;6th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic of your otherworldly Unblinking Eye from your Unblinking Eye feature has grown. You cannot be Surprised, even if you are sleeping, as your Unblinking Eye remains ever alert.&amp;lt;br&amp;gt;&lt;br /&gt;
Moreover, when you cast a Spell using your Unblinking Eye as the Spellcasting Focus, you can add your Charisma Modifier to one Damage Roll of that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prescient Sight ====&lt;br /&gt;
&#039;&#039;10th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the eldritch power of your Patron to glimpse the near future. You can use an Action to enter a heightened state of prescience for 10 minutes. You must Concentrate on this effect. While in this state you gain the following benefits:&lt;br /&gt;
*You add your Charisma Modifier to your Initiative Rolls.&lt;br /&gt;
*Creatures you can see cannot Attack you with Advantage.&lt;br /&gt;
*When you are hit by an Attack, you can use your Reaction to add a 1d4 bonus to your AC against that Attack.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eye Tyrant ====&lt;br /&gt;
&#039;&#039;14th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have unlocked the true power of your Patron. You can use an Action to have your Unblinking Eye from your Unblinking Eye feature emanates an antimagic zone in a 30ft Emanated Cone. The area of this Emanated Cone replicates the effects of the [[Level 8#Antimagic Field|Antimagic Field]] Spell non-magically.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each of your turns, you decide which direction your cone of antimagic faces until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Unblinking Eye emanates this cone for 1 minute. The effect ends early if you are [[Conditions#Incapacitated|Incapacitated]] or you choose to end the effect at the beginning of your turn as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== All Seeing Eye ====&lt;br /&gt;
&#039;&#039;18th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Truesight in the anti magic zone created by your Eye Tyrant feature, and Spells you cast using your Unblinking Eye as your Spellcasting Focus are cast at one Level higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Undead ==&lt;br /&gt;
You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Undead Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Form of Dread|Form of Dread]] || 1st || You can become scary to get Temporary Hit Points, [[Conditions#Frightened|Frighten]] creatures, and become Immune to being [[Conditions#Frightened|Frightened]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grave Touched|Grave Touched]] || 6th || You don&#039;t need air or sustenance, you can change your Damage to Necrotic Damage, and while in your Form of Dread you deal extra Necrotic Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Necrotic Husk|Necrotic Husk]] || 10th || You get Immunity to Necrotic Damage while in your Form of Dread and when you would die you can choose not to and deal Damage to nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Spirit Projection|Spirit Projection]] || 14th || You can split your body and your spirit getting a ton of buffs&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Unshackled Form|Unshackled Form]] || 18th || You&#039;re always in your spirit form from Spirit Projection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Bane, Dissonant Whispers, False Life, Ray of Sickness&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Blindness/Deafness, Phantasmal Force, Wither and Bloom&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Feign Death, Phantom Steed, Speak with the Dead, Spirit Guardians, Spirit Shroud&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Death Ward, Greater Invisibility, Vitriolic Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Antilife Shell, Cloudkill, Contagion, Insect Plague&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Form of Dread ====&lt;br /&gt;
&#039;&#039;1st Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You manifest an aspect of your patron’s dreadful power. As a Bonus Action, you transform into your Form of Dread for 1 minute. You gain the following benefits while transformed:&lt;br /&gt;
*You gain Temporary Hit Points equal to 1d10 + your Warlock Level that last until your Form of Dread ends.&lt;br /&gt;
*Once during each of your turns, when you hit a creature with an Attack Roll, you can force it to make a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Frightened|Frightened]] of you until the end of your next turn.&lt;br /&gt;
*You are Immune to the [[Conditions#Frightened|Frightened]] Condition.&lt;br /&gt;
You can transform a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grave Touched ====&lt;br /&gt;
&#039;&#039;6th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, once during each of your turns, when you hit a creature with an Attack, you can replace the Damage Type that you deal with Necrotic Damage. While you are in your Form of Dread form your Form of Dread feature, you can roll one additional Damage Die when determining the Necrotic Damage the target takes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Necrotic Husk ====&lt;br /&gt;
&#039;&#039;10th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to undeath and necrotic energy now saturates your body. You have resistance to Necrotic Damage. If you are in your Form of Dread from your Form of Dread feature, you instead become Immune to Necrotic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, when you would be reduced to 0 Hit Points, you can use your Reaction to drop to 1 Hit Point instead and cause your body to erupt with deathly energy. Each creature of your choice within 30ft of you takes Necrotic Damage equal to 2d10 + your Warlock Level. Once you use this Reaction, you can’t use it again until you finish 1d4 Long Rests.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit Projection ====&lt;br /&gt;
&#039;&#039;14th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your spirit can become untethered from your physical form. As an Action, you can project your Spirit from your body. The body you leave behind is [[Conditions#Unconscious|Unconscious]] and in a state of suspended animation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any Damage or other effects that apply to your Spirit or physical body affects the other. Your Spirit can remain outside your body for up to 1 hour or until your concentration on the effect. When your projection ends, your Spirit returns to your body or your body magically teleports to your Spirit’s space (your choice). While projecting your Spirit, you gain the following benefits:&lt;br /&gt;
*Your Spirit and body gain Resistance to Bludgeoning, Piercing, and Slashing Damage.&lt;br /&gt;
*When you cast a [[Conjuration]] or [[Necromancy]] Spell, the Spell doesn’t require Verbal or Somatic Components, or Material Components that lack a GP cost or are consumed.&lt;br /&gt;
*You have a Flying Speed equal to your Walking Speed and can hover. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force Damage if you end your turn inside a creature or an object.&lt;br /&gt;
*While you are in your Form of Dread from your Form Of Dread feature, once during each of your turns when you deal Necrotic Damage to a creature, you regain Hit Points equal to half the amount of Necrotic Damage dealt.&lt;br /&gt;
Once you use this feature, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unshackled Form ====&lt;br /&gt;
&#039;&#039;18th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have become unshackled from you physical body. You are permanently in your Spirit form from your Spirit Projection feature. You body is destroyed, but you keep all your possessions in your Spirit form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Wild Hunt ==&lt;br /&gt;
The Wild Hunt is a strange phenomenon that takes hold of mortals, driving them to hunt whatever poor creature they perceive to be their prey. The source of this phenomenon is unclear, but legends tell of raiding parties from the Fey Forest that draw wayward mortals into their hunt, or of individuals cursed by sinister druidic magic during the full moon.&amp;lt;br&amp;gt;&lt;br /&gt;
While its exact origins are unclear, mortals who are bound to this force by a pact start to take on strange and unusual characteristics of the Fey Forest; sprouting antlers and their ears growing pointed. As their appearance changes, they slowly lose who they are, becoming one with the Wild Hunt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wild Hunt Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hunter&#039;s Quarry|Hunter&#039;s Quarry]] || 1st || You get the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell and can cast it when you Attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Wild Warrior|Wild Warrior]] || 1st || You get Proficiency with Survival, [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Extra Attack|Extra Attack]] || 6th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Spirit of the Hunt|Spirit of the Hunt]] || 6th || You can summon a spirit to slow your foes&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Predatory Resolve|Predatory Resolve]] || 10th || When a creature you mark with Hunter&#039;s Mark attacks you, you can add to your AC, you can use your Spirit of the Hunt to protect yourself from Damage, and Hunter&#039;s Mark doesn&#039;t use Concentration for you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Brand of the Hunt|Brand of the Hunt]] || 14th || When you mark a creature with Hunter&#039;s Mark you can improve it, being much better at hunting that creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Lead the Hunt|Lead the Hunt]] || 18th || You can give allies the benefits of Hunter&#039;s Mark&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Animal Friendship, Beast Bond, Compelled Duel, Earth Tremor, Entangle, Find Familiar, Goodberry, Guiding Bolt, Hail of Thorns, Snare, Zephyr Strike&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Animal Messenger, Ashen Memory, Barkskin, Beanstalk, Beast Sense, Branding Smite, Find Steed, Flame Blade, Heat Metal, Kinetic Jaunt, Locate Animals or Plants, Locate Object, Magic Weapon, Spike Growth, Web, Wither and Bloom&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Allegro, Anticipate Thought, Ashen Path, Battle Trance, Conjure Barrage, Elemental Weapon, Flame Arrows, Haste, Plant Growth, Roaming Pit, Stinking Cloud&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Divination, Dominate Beast, Faithful Hound, Find Greater Steed, Glistening Acid Slick, Grasping Vine, Guardian of Nature, Locate Creature, Nature&#039;s Balance, Stockade Sprouts, Vitriolic Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Awaken, Commune With Nature, Conjure Volley, Contagion, Dominate Person, Reincarnate, Shining Armor, Sinking Maw, Steel Wind Strike, Sun Flower, Tree Stride, Wrath of Nature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter’s Quarry ====&lt;br /&gt;
&#039;&#039;1st Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can mark a creature as a quarry of the Wild Hunt. You learn the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell. It counts as a Warlock Spell for you, and it doesn&#039;t count against your Spells Known. When you hit a creature with a Weapon Attack, you can cast the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell as a Bonus Action, targeting that creature, as a Warlock Spell without expending a Spell Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Warrior ====&lt;br /&gt;
&#039;&#039;1st Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The dark magic of the Wild Hunt imbues you with the skills of an expert hunter. You gain Proficiency in Survival, [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;6th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit of the Hunt ====&lt;br /&gt;
&#039;&#039;6th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use an Bonus Action to summon a Wild Spirit to join you in the hunt. As part of the Bonus Action you use to summon the Wild Spirit, and as a Bonus Action on subsequent turns for 1 minute, you can command the Wild Spirit to harry a creature within 60ft, reducing the it&#039;s Speed by a number of feet equal to 5 x your Charisma Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Predatory Resolve ====&lt;br /&gt;
&#039;&#039;10th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The wild fervor of the Wild Hunt heightens your instincts. You gain the following benefits:&lt;br /&gt;
*When a creature marked by the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell hits you with an Attack, you can use your Reaction to grant yourself a bonus to your AC equal to your Charisma Modifier against that attack.&lt;br /&gt;
*While you have a Wild Spirit from your Wild Spirit feature summoned and you are hit by an Attack, you can use your Reaction to have the Wild Spirit take the Damage of the Attack and immediately disappear.&lt;br /&gt;
*The [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell no longer requires Concentration for you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brand of the Hunt ====&lt;br /&gt;
&#039;&#039;14th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you mark a creature with the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell, you can choose to brand that creature, marking it as prey for the endless hunt. You gain the following benefits:&lt;br /&gt;
*The duration of that [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell is now Until Dispelled&lt;br /&gt;
*The branded creature manifests some form of physical marking on its forehead or similar body part.&lt;br /&gt;
*While moving towards the branded creature, you can move 2ft for every foot of Speed spent.&lt;br /&gt;
*You always know the exact location of the branded creature as long as it is on the same plane of existence as you.&lt;br /&gt;
*You cannot have Disadvantage when Attacking the branded creature.&lt;br /&gt;
*You ignore 1/2 Cover and 3/4 Cover when Attacking the branded creature.&lt;br /&gt;
You can brand a creature in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lead the Hunt ====&lt;br /&gt;
&#039;&#039;18th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can call on your allies to join you in the Wild Hunt. When you mark a creature with the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell, you can extend the benefits of that casting of the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell to any number of willing creatures of your choice within 30ft of you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
[[Nowhere]], the Tiefling, Fiend Warlock&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Warlock&amp;diff=3196</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Warlock&amp;diff=3196"/>
		<updated>2022-12-30T21:41:41Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Expanded Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Warlock =&lt;br /&gt;
With a pseudodragon curled on his shoulder, a young centaur in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.&amp;lt;br&amp;gt;&lt;br /&gt;
As flames spring to life in her hands, a wizened Kethie whispers the secret name of her demonic patron, infusing her spell with fiendish magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed gnoll chants the mystic ritual that will open a doorway to a distant world.&amp;lt;br&amp;gt;&lt;br /&gt;
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.&amp;lt;br&amp;gt;&lt;br /&gt;
A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron&#039;s behalf.&amp;lt;br&amp;gt;&lt;br /&gt;
The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.&amp;lt;br&amp;gt;&lt;br /&gt;
Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Invocations Known !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Warlock#Otherworldly Pact|Otherworldly Pact]], [[Warlock#Pact Magic|Pact Magic]], [[Warlock#Draw on Power|Draw on Power]] || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Warlock#Eldritch Invocations|Eldritch Invocations]] || 2 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Warlock#Pact Boon|Pact Boon]] || 2 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 3 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || - || 3 || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 4 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || - || 4 || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 5 || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || - || 5 || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 6 || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || [[Warlock#Mystic Arcanum (6th Level)|Mystic Arcanum (6th Level)]] || 6 || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 7 || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || [[Warlock#Mystic Arcanum (7th Level)|Mystic Arcanum (7th Level)]] || 7 || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 8 || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || [[Warlock#Mystic Arcanum (8th Level)|Mystic Arcanum (8th Level)]] || 8 || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 9 || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || [[Warlock#Mystic Arcanum (9th Level)|Mystic Arcanum (9th Level)]] || 9 || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 10 || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 10 || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Warlock#Eldritch Master|Eldritch Master]] || 11 || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d8 per Warlock Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 8 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d8 (or 5) + your Constitution Modifier per Warlock Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Wisdom and Charisma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; Two [[Armor and Weapons#Simple Weapons|Simple Weapons]], an [[Armor and Weapons#Spellcasting Focuses|Arcane Focus]], an [[Equipment Packs|Equipment Pack]], [[Armor and Weapons#Light Armor|Leather Armor]], and two [[Armor and Weapons#Simple Melee Weapons|Daggers]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Warlock Features Summarized&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Otherworldly Patron|Otherworldly Patron]] || 1st || You choose your subclass, and gain features at 1st, 6th, 10th, 14th, and 18th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Pact Magic|Pact Magic]] || 1st || You gain Pact Spellcasting that uses Charisma and Learning Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Draw on Power|Draw on Power]] || 1st || You can regain all your expended Pact Slots&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eldritch Invocations|Eldritch Invocations]] || 2nd || You gain a couple of a variety of benefits that transmute and increase your power in a variety of ways&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Pact Boon|Pact Boon]] || 3rd || You get a powerful tool from your Patron that enhances your power in a variety of ways&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (6th Level)|Mystic Arcanum (6th Level)]] || 11th || You get a 6th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (7th Level)|Mystic Arcanum (7th Level)]] || 13th || You get a 7th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (8th Level)|Mystic Arcanum (8th Level)]] || 15th || You get a 8th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (9th Level)|Mystic Arcanum (9th Level)]] || 17th || You get a 9th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eldritch Master|Eldritch Master]] || 20th || You get unlimited uses of Draw on Power but can use it quickly a limited number of times&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Otherworldly Pact ====&lt;br /&gt;
&#039;&#039;1st, 6th, 10th, 14th, 18th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the Otherworldly Pacts in the table below that represents the being with whom you&#039;ve struck a pact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Otherworldly Pacts&lt;br /&gt;
|-&lt;br /&gt;
! Otherworldly Pact !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Archfey|The Archfey]] || 1 || You use fey magic to Charm and Frighten creatures, manipulating your foes’ emotions to shape them to your will.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Banshee|The Banshee]] || 2 || You embody the deathly qualities of your patron, harrying foes with your mournful wail while becoming incorporeal as a banshee.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Celestial|The Celestial]] || 2 || You embody divine powers to heal your allies and blind your foes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Coven|The Coven]] || 4 || You use strange magic to empower your allies and ward yourself as you form your own Coven.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Elder Sphinx|The Elder Sphinx]] || 3 || You gain power of time and divination magic to ward your allies and hinder the foes around you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Fathomless|The Fathomless]] || 3 || You command the seas and tentacles of the deep to grasp your foes and gain power over the waters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Fiend|The Fiend]] || 1 || You use the forces of fire and fury to drive your foes to their doom and gain a fiendish resilience to their futile attempts to harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Genie|The Genie]] || 3 || You take on the power of a type of genie, gaining a vessel that you use as a catalyst for your elemental power.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Great Old One|The Great Old One]] || 2 || You use the incomprehensible to gain power over the minds of others to communicate with your allies and psychically rebuke and control your foes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Great Wyrm|The Great Wyrm]] || 2 || You take the elemental power of dragons and their command of the skies to destroy your foes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Hexblade|The Hexblade]] || 2 || You use blades you have bonded to in order to mark your foes for death who you mercilessly hunt down.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Primeval Growth|The Primeval Growth]] || 3 || You use the power of nature to restrict your foes and drain their life as you gain a bark like skin that helps you resist attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Titan|The Titan]] || 2 || You grow in size and resilience as your strength increases.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Unblinking|The Unblinking]] || 3 || You gain otherworldly sight as a large unblinking eye grows on your forehead which improves your ray spells and nullifies magic.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Undead|The Undead]] || 3 || You take on the horrifying visage of death and project your spirit to terrify your foes and gain ghostly resilience.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Wild Hunt|The Wild Hunt]] || 2 || You become a part of the Wild Hunt, the very instinct of carnivorous predators to hunt down their prey.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pact Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Spells are different from other Spellcasters. You do not gain the standard Spell Slots that other casters get and your Levels in this class do not contribute to your Spellcasting Spell Slots. Instead, you gain Pact Magic, the amount of Spell Slots you have is indicated in the Pact Magic table. Additionally, all of your Pact Magic Spell Slots are of the highest Level Spell Slot you have access to, also indicated in the Pact Magic table.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Charisma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Charisma Modifier + Your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Charisma Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; An Arcane Focus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; You learn one new Spell every Level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ [[Warlock Spells|Warlock Spell List]]&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! Spells Known !! Spell Slots !! Spell Level&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2 || 2 || 1 || 1st&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 2 || 3 || 2 || 1st&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 2 || 4 || 2 || 2nd&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 3 || 5 || 2 || 2nd&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 3 || 6 || 2 || 3rd&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 3 || 7 || 2 || 3rd&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 3 || 8 || 2 || 4th&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 3 || 9 || 2 || 4th&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 3 || 10 || 2 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 4 || 11 || 2 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 4 || 12 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 4 || 13 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 4 || 14 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 4 || 15 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 4 || 16 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 4 || 17 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 4 || 18 || 4 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 4 || 19 || 4 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 4 || 20 || 4 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 4 || 21 || 5 || 5th&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Draw on Power ====&lt;br /&gt;
&#039;&#039;1st Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can call on your patron to uphold their bargain as an Action. When you do so, you regain all expended Pact Slots. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Invocations ====&lt;br /&gt;
&#039;&#039;2nd Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two Eldritch Invocations of your choice. The [[Warlock#Eldritch Invocation Options|Eldritch Invocation Options]] are detailed at the end of the class description. When you gain certain Levels in this class,  you gain additional Invocations of your choice, as shown in the Invocations Known column of the Warlock table.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pact Boon ====&lt;br /&gt;
&#039;&#039;3rd Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Blade.&#039;&#039;&#039; You can use your Bonus Action to create a Pact Weapon in your empty hand. You can choose the form that this [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] takes each time you create it. You are Proficient with it while you wield it. This [[Armor and Weapons#Weapons|Weapon]] is as a magical [[Armor and Weapons#Weapons|Weapon]].&lt;br /&gt;
:Your Pact Weapon disappears if it is more than 5ft away from you for 1 minute or more. It also disappears if you use summon another Pact Weapon, if you dismiss the Weapon as a Free Action, or if you die.&lt;br /&gt;
:You can transform one magic Weapon into your Pact Weapon by performing a special ritual while you hold the Weapon. You perform the ritual over the course of 1 hour, which can be done during a Short or Long Rest. You can then dismiss the Weapon, shunting it into an extradimensional space. Whenever you summon a Pact Weapon you can also summon a magic Weapon you have bonded to instead of another Weapon. You can’t bond to an Artifact or a sentient Weapon in this way. The Weapon ceases being your Pact Weapon if you die, if you perform the 1-hour ritual on a different Weapon, or if you use a 1-hour ritual to break your bond to it. The Weapon appears at your feet if it is in the extradimensional space when the bond breaks.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Chain.&#039;&#039;&#039; You learn the [[Level 1#Find Familiar|Find Familiar]] Spell as a Warlock Spell and can cast it as a Ritual. The spell doesn’t count against your number of Spells Known.&lt;br /&gt;
:When you cast the Spell, you can choose one of the normal forms for your Familiar or one of the following special forms: Gazer, Geonid, Imp, Inkling Mascot, Pseudodragon, Quasit, Sprite, or Will-o-Wisp.&lt;br /&gt;
:Additionally, when you take the Attack Action, you can forgo one of your own Attacks to allow your familiar to make one attack with its Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Eye.&#039;&#039;&#039; Your patron grants you enhanced magical sight, for a price. Upon choosing this pact, one or more of your eyes are each replaced with a magical Pact Eye that reflects the nature of your patron.&lt;br /&gt;
:Your Pact Eye grants you Proficiency in Perception. You can also draw on the powers of your Pact Eye as a Bonus Action while inspecting or searching for a creature or object. That creature or object is magically revealed to you. You learn its location (if you don’t know it already), and see it as if you had Truesight.&lt;br /&gt;
:You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Flesh.&#039;&#039;&#039; Your patron twists your body to reflect their physical form. While you are not wearing [[Armor and Weapons#Armor|Armor]] or wielding a [[Armor and Weapons #Shields|Shield]], your AC is equal to 10 + your Dexterity Modifier + your Charisma Modifier, and your Speed increases by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Hourglass.&#039;&#039;&#039; Your patron has gifted you a mystical timekeeping device. This Pact Hourglass takes the form of any timekeeping device you choose, and it can be used as a Warlock Spellcasting Focus. While holding it, you always know the exact current time.&lt;br /&gt;
:At the start of each round while your Pact Hourglass is on your person, you can choose one creature under the effects of one of your Spells. You can increase or decrease the Initiative Score of that creature by an amount equal to your Charisma Modifier.&lt;br /&gt;
:If you lose your Pact Hourglass, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Hourglass. The Pact Hourglass turns to sand when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Shroud.&#039;&#039;&#039; Your patron has gifted you a mystical cloak to shield you from harm. As an Action you can summon a Pact Shroud to cloak your body. It takes the form of a robe or cloak of your choice each time you summon it. While you are wearing your Pact Shroud, you gain Proficiency in Stealth.&lt;br /&gt;
:While you are Concentrating on an effect, you can take the Hide Action as Bonus Action, even if you are being directly observed, and you can do so and make a Charisma (Stealth) Check instead of a Dexterity (Stealth) Check.&lt;br /&gt;
:Your Pact Shroud disappears if it is more than 5ft away from you for 1 minute, if you summon it again, if you dismiss it as a Free Action, or if you die.&lt;br /&gt;
:You can transform a magic robe or cloak of your choice into your Pact Shroud by performing a special ritual over the course of a Short or Long Rest. Once complete, you can shunt it to an extradimensional space, or summon it back, as an Action. You cannot bond to artifacts or sentient clothing in this way, and you can only have one Pact Shroud bound at a time.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Strings.&#039;&#039;&#039; Your patron gives you a Pact Instrument to deliver your Spells. This Pact Instrument takes the form of any [[Adventuring Gear#Tools|Musical Instrument]] you choose. While you hold the Pact Instrument, you can use an Action to transform it into another kind of musical instrument. You are considered Proficient with your Pact Instrument and can use it as a Warlock Spellcasting Focus.&lt;br /&gt;
:When you cast a Spell using your Pact Instrument, you can target a creature you cannot see if it can hear you play the instrument. You do not need to guess the creature’s space to target it in this way, and the creature gains no benefit from Cover or from being Hidden to you. If the creature cannot hear you play the instrument or is out of Range of the Spell, the Spell fails.&lt;br /&gt;
:If you lose your Pact Instrument, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Instrument. The Pact Hourglass turns to ash when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Talisman.&#039;&#039;&#039; Your patron gives you an amulet, a Talisman that can aid the wearer when the need is great. When the wearer makes an Ability Check or Saving Throw, it adds a d4 to the roll.&lt;br /&gt;
:If you lose your Talisman, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Talisman. The Talisman turns to ash when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Tome.&#039;&#039;&#039; Your patron gives you a grimoire called a Book of Knowledge. Choose three [[Cantrips]] from any class’s Spell List (the three don’t need to be from the same Spell List). While the book is on your person, you can cast those Cantrips as if they were Warlock Spells. They don’t count against your number of Cantrips Known.&lt;br /&gt;
:If you lose your Book of Shadows, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Book of Shadows. The Book of Shadows turns to ash when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Vessel.&#039;&#039;&#039; Your patron gives you a Pact Vessel for the creation of potions and poultices. This vessel takes the form of a chalice, a cauldron, or any other Tiny object of your choice that is capable of holding liquid. While the Pact Vessel is on your person, you gain the following benefits:&lt;br /&gt;
:*You can use the Pact Vessel as a Warlock Spellcasting Focus.&lt;br /&gt;
:* You can use the Pact Vessel as a [[Adventuring Gear#Alchemical Tools|Herbalism Kit]], a [[Adventuring Gear#Alchemical Tools|Poisoner&#039;s Kit]], and a set of [[Adventuring Gear#Alchemical Tools|Alchemist&#039;s Supplies]]. You have Proficiency and Expertise with these Tools when you your Pact Vessel acts as them.&lt;br /&gt;
:* You can use an Action to magically fill the Pact Vessel with 1 pint of a liquid of your choice. To create a liquid worth 1GP per pint or more, you must first expend material goods worth the price of the liquid by submerging them in the vessel, irreversibly transforming those materials into the desired liquid.&lt;br /&gt;
:If you lose your Pact Vessel, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Vessel. The Pact Vessel turns to ash when you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 12th, 16th, and 19th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mystic Arcanum (6th Level) ====&lt;br /&gt;
&#039;&#039;11th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 6|6th Level Spell]] from any class&#039;s Spell List to serve as your 6th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mystic Arcanum (7th Level) ====&lt;br /&gt;
&#039;&#039;13th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 7|7th Level Spell]] Spell from any class&#039;s Spell List to serve as your 7th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mystic Arcanum (8th Level) ====&lt;br /&gt;
&#039;&#039;15th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 8|8th Level Spell]] from any class&#039;s Spell List to serve as your 8th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mystic Arcanum (9th Level) ====&lt;br /&gt;
&#039;&#039;17th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 9|9th Level Spell]] from any class&#039;s Spell List to serve as your 9th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Master ====&lt;br /&gt;
&#039;&#039;20th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Power flows freely through you. You can use your Draw on Power feature an unlimited number of times. Additionally, you can use it as a Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Eldritch Invocation Options ===&lt;br /&gt;
&#039;&#039;Warlock Eldritch Invocation Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
To select an Eldritch Invocation, you must meet the requirements in the parentheses after the name of the Eldritch Invocation. If a Level is listed as a prerequisite, you must have that many Levels in this class.&lt;br /&gt;
*&#039;&#039;&#039;Armor of Shadows.&#039;&#039;&#039; You can cast the [[Level 1#Mage Armor|Mage Armor]] Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.&lt;br /&gt;
*&#039;&#039;&#039;Beast Speech.&#039;&#039;&#039; You can cast the [[Level 1#Speak With Animals|Speak With Animals]] Spell at will, without expending a spell slot.&lt;br /&gt;
*&#039;&#039;&#039;Beguiling Influence.&#039;&#039;&#039; You gain Proficiency in Deception and Persuasion.&lt;br /&gt;
*&#039;&#039;&#039;Devil’s Sight.&#039;&#039;&#039; You can see normally in magical and mundane Dim Light and Darkness, out to a Range of 120ft.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Mind.&#039;&#039;&#039; You have Advantage on Constitution Saving Throws that you make to maintain Concentration on an effect.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Sight.&#039;&#039;&#039; You can cast the [[Level 1#Detect Magic|Detect Magic]] Spell at will, without expending a Spell slot.&lt;br /&gt;
*&#039;&#039;&#039;Eyes of the Rune Keeper.&#039;&#039;&#039; You can understand and read all the writing that you can see.&lt;br /&gt;
*&#039;&#039;&#039;Fiendish Vigor.&#039;&#039;&#039; You can cast the [[Level 1#False Life|False Life]] Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.&lt;br /&gt;
*&#039;&#039;&#039;Gaze of Two Minds.&#039;&#039;&#039; You can use your Action to touch a willing Humanoid 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 use your Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are [[Conditions#Blinded|Blinded]] and [[Conditions#Deafened|Deafened]] to your own surroundings.&lt;br /&gt;
*&#039;&#039;&#039;Mask of Many Faces.&#039;&#039;&#039; You can cast the [[Level 1#Disguise Self|Disguise Self]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Misty Visions.&#039;&#039;&#039; You can cast the [[Level 1#Silent Image|Silent Image]] Spell at will, without expending a Spell Slot or Material Components.&lt;br /&gt;
*&#039;&#039;&#039;Thief of Five Fates.&#039;&#039;&#039; You can cast [[Level 1#Bane|Bane]] once as a Warlock Spell Slot. You can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Agonizing Blast ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you cast the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you add your Charisma Modifier to the Damage it deals on a hit.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Spear ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you cast the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, its Range is 300ft.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Blade ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; The [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip has its Range reduced to 5ft and deals 1d12 Force Damage for you. Any features that increase the Range of the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip do not affect it while you have this Eldritch Invocation selected.&lt;br /&gt;
*&#039;&#039;&#039;Grasping Blast ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you hit a creature with the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you can move that creature in a straight line 10ft closer to you.&lt;br /&gt;
*&#039;&#039;&#039;Lance of Lethargy ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; Once on each of your turns when you hit a creature with the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you can reduce that creature&#039;s Speed by 10ft until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Repelling Blast ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you hit a creature with the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you can move that creature in a straight line 10ft away from you.&lt;br /&gt;
*&#039;&#039;&#039;Improved Pact Weapon (Pact of the Blade feature).&#039;&#039;&#039; You can use any Weapon you summon with your Pact of the Blade feature as a Warlock Spellcasting Focus.&lt;br /&gt;
:In addition, the weapon gains a +1 bonus to its Attack and Damage Rolls.&lt;br /&gt;
:Finally, the Weapon you conjure can be a [[Armor and Weapons|Martial Ranged Weapons|Shortbow]], [[Armor and Weapons|Martial Ranged Weapons|Longbow]], [[Armor and Weapons|Simple Ranged Weapons|Light Crossbow]], or [[Armor and Weapons|Martial Ranged Weapons|Heavy Crossbow]].&lt;br /&gt;
*&#039;&#039;&#039;Scrying Pool (Pact of the Cauldron Pact Boon).&#039;&#039;&#039; You can cast the [[Level 2#Augury|Augury]] Spell without expending a Spell Slot or Material Components by staring into your Cauldron for 1 minute. You can cast the [[Level 2#Augury|Augury]] Spell once in this way per Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Gift of the Ever-Living Ones (Pact of the Chain Pact Boon).&#039;&#039;&#039; Whenever you regain Hit Points while your Familiar is within 100ft of you, use the maximum result for any dice rolled to determine those Hit Points.&lt;br /&gt;
*&#039;&#039;&#039;Investment of the Chain Master (Pact of the Chain Pact Boon).&#039;&#039;&#039; When you cast the [[Level 1#Find Familiar|Find Familiar]] Spell with your Pact of the Chain Pact Boon, you infuse the Familiar summoned with a measure of your eldritch power, granting the creature the following benefits:&lt;br /&gt;
:*The Familiar gains either a 40ft Flying or Swimming Speed (your choice).&lt;br /&gt;
:*As a Bonus Action, you can command the Familiar to take the Attack Action on its turn.&lt;br /&gt;
:*The Familiar’s Weapon Attacks are considered magical for the purpose of overcoming Immunity and Resistance to non-magical Attacks.&lt;br /&gt;
:*If the familiar forces a creature to make a Saving Throw, it uses your Spell Save DC if that is higher than the normal DC.&lt;br /&gt;
:*When the Familiar takes Damage, you can use your Reaction to grant it Resistance against that Damage.&lt;br /&gt;
*&#039;&#039;&#039;Voice of the Chain Master (Pact of the Chain Pact Boon).&#039;&#039;&#039; You can communicate telepathically with your Familiar and perceive through your Familiar&#039;s senses as a Free Action long as you are on the same plane of existence. Additionally, while perceiving through your Familiar&#039;s senses, you can also speak through your Familiar in your own voice, even if your Familiar is normally incapable of speech.&lt;br /&gt;
*&#039;&#039;&#039;Strange Brew (Pact of the Chalice Pact Boon).&#039;&#039;&#039; At the end of a Long Rest, you can create one of the following substances in your Pact Chalice: a Potion of Healing, a vial of Alchemist&#039;s Fire, a vial of Acid, or a vial of Holy Water. The liquid retains its potency until the end of your next Long Rest, at which point it becomes inert and unusable.&lt;br /&gt;
*&#039;&#039;&#039;Piercing Gaze (Pact of the Eye Pact Boon).&#039;&#039;&#039; Natural phenomena, such as Dim Light, fog, or rain, do not impose Disadvantage on Wisdom (Perception) Checks for you, and you have Advantage on any Wisdom (Perception) Checks you make that rely on your sense of sight.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Claws (Pact of the Flesh Pact Boon).&#039;&#039;&#039; As a Bonus Action, you can morph one or both of your hands into strange and savage, Eldritch Claws reminiscent of your patron&#039;s physical form. These Eldritch Claws are Simple Weapons that you are Proficient with, and deals 1d6 Slashing Damage on hit. If you have two free hands, they deal 1d8 Slashing Damage on a hit instead. &lt;br /&gt;
*&#039;&#039;&#039;Knowledge of Antiquity (Pact of the Hourglass Pact Boon).&#039;&#039;&#039; When you make an Intelligence (History) Check related to an event, in the place where that event took place, you see echos of the past and treat a roll of 7 or lower on the d20 as an 8.&lt;br /&gt;
*&#039;&#039;&#039;Protective Cowl (Pact of the Shroud Pact Boon).&#039;&#039;&#039; As a Reaction, when you take Damage while you are wearing your Pact Shroud, you can have your Pact Shroud to absorb some of the Damage. You gain Resistance to the Damage from that Attack, but your Pact Shroud disappears, and you must finish a Long Rest before you can summon it again.&lt;br /&gt;
*&#039;&#039;&#039;Harmonic Spellcasting (Pact of the Strings Pact Boon).&#039;&#039;&#039; When you use your Pact Instrument as a Warlock Spellcasting Focus for a Spell with a Verbal Component, the Spell Save DC for that spell is increased by 1.&lt;br /&gt;
*&#039;&#039;&#039;Rebuke of the Talisman (Pact of the Talisman Pact Boon).&#039;&#039;&#039; When the wearer of your Pact Talisman is hit by an Attacker you can see within 30ft of you, you can use your Reaction to deal Psychic Damage to the Attacker equal to your Proficiency Bonus and push it up to 10ft away from the Talisman’s wearer.&lt;br /&gt;
*&#039;&#039;&#039;Aspect of the Moon (Pact of the Tome Pact Boon).&#039;&#039;&#039; You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a Long Rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.&lt;br /&gt;
*&#039;&#039;&#039;Book of Ancient Secrets (Pact of the Tome Pact Boon).&#039;&#039;&#039; You can now inscribe magical Rituals in your Book of Shadows. Choose two [[Level 1|1st Level Spells]] that have the Ritual tag from any class’s Spell List (the two don’t need to be from the same Spell List). The Spells appear in the Book of Shadows and don’t count against your number of Warlock Spells Known. With your Book of Shadows in hand, you can cast the chosen Spells as Rituals. You can’t cast the Spells except as Rituals, unless you’ve learned them by some other means. You can also cast a Warlock Spell you know as a Ritual if it has the Ritual tag.&lt;br /&gt;
:On your adventures, you can add other Ritual Spells to your Book of Shadows. When you find such a Spell, you can add it to the book if the Spell’s Level is equal to or less than half your Warlock Level (rounded up) and if you can spare the time to transcribe the Spell. The transcriptions process takes 2 hours and costs 50GP for each Level of the Spell, representing the rare inks needed to inscribe it.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Flies (5th Level).&#039;&#039;&#039; As a Bonus Action, you can surround yourself with a magical aura that looks like buzzing flies. The aura is a 5ft Moving Emanation. It lasts until you’re Incapacitated or you dismiss it as a Free Action.&lt;br /&gt;
:The aura grants you advantage on Strength and Charisma (Intimidation) Checks but Disadvantage on all other Charisma Checks. Any other creature that starts its turn in the aura takes Poison Damage equal to your Charisma Modifier.&lt;br /&gt;
:You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Survivalist (5th Level).&#039;&#039;&#039; You ignore the effects of Extreme Heat and Extreme Cold, and you don&#039;t need to drink water or eat food to survive.&lt;br /&gt;
*&#039;&#039;&#039;Gift of the Depths (5th Level).&#039;&#039;&#039; You can breathe underwater, and you gain a Swimming Speed equal to your Walking Speed.&lt;br /&gt;
:You can also cast the [[Level 3#Water Breathing|Water Breathing]] Spell at will, without expending a Spell Slot, once you do so, you can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Mire the Mind (5th Level).&#039;&#039;&#039; You can cast the [[Level 3#Slow|Slow]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;One with Shadows (5th Level).&#039;&#039;&#039; When you are in an area of Dim Light or Darkness, you can use your Action to become Invisible until you move or take an Action, Bonus Action, or Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Sign of Ill Omen (5th Level).&#039;&#039;&#039; You can cast the [[Level 3#Bestow Curse|Bestow Curse]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Tomb of Freezing Ice (5th level).&#039;&#039;&#039; As a Reaction when you take Damage, you can entomb yourself in ice, which melts away at the end of your next turn. Before you take the triggering Damage, you gain a number of Temporary Hit Points equal to 10 times your Warlock Level. Immediately after you take the Damage, you gain Vulnerability to Fire Damage, your Speed is reduced to 0, and you are [[Conditions#Incapacitated|Incapacitated]]. These effects, including any remaining Temporary Hit Points, all end when the ice melts at the end of your next turn. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Undying Servitude (5th Level).&#039;&#039;&#039; You can cast the [[Level 3#Animate Dead|Animate Dead]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Witch Sight (5th Level).&#039;&#039;&#039; You can see the true form of any shapechanger or creature concealed by Illusion or Transmutation magic while the creature is within 30ft of you and within your line of sight.&lt;br /&gt;
*&#039;&#039;&#039;Thirsting Claws (5th Level, Eldritch Claws Eldritch Invocation).&#039;&#039;&#039; When you take the Attack Action and make all Attacks with your Eldritch Claws, you can make one additional Attack with your Eldritch Claws as part of that Action. Your Eldritch Claws also count as magical for the purpose of overcoming Immunity and resistant to non-magical Damage.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Smite (5th Level, Pact of the Blade Pact Boon).&#039;&#039;&#039; When you hit a creature with your Pact Weapon, you can expend a Warlock Spell Slot to deal an additional 1d8 Force Damage to the target, plus an additional 1d8 Force Damage per Slot Level, you can also knock the target Prone if it is Huge or smaller.&lt;br /&gt;
*&#039;&#039;&#039;Thirsting Blade (5th Level, Pact of the Blade Pact Boon).&#039;&#039;&#039; When you take the Attack Action and make all Attacks with your Pact Blade, you can make one additional Attack with your Pact Blade as part of that Action.&lt;br /&gt;
*&#039;&#039;&#039;Potent Poultices (5th Level, Pact of the Chalice Pact Boon).&#039;&#039;&#039; As an Action, you can cast the [[Level 2#Lesser Restoration|Lesser Restoration]] Spell without expending a Spell Slot. You can cast the Lesser Restoration Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tentacles (5th Level, Pact of the Flesh Pact Boon).&#039;&#039;&#039; When you take the Attack Action on your turn, you can use your Bonus Action to make a Grapple Attack against a creature as long as you have a free hand. When you make a Grapple Attack, you can make a Charisma (Athletics) Check to do so instead of making a Strength (Athletics) Check.&lt;br /&gt;
*&#039;&#039;&#039;Notes of Power (5th Level, Pact of the Strings Pact Boon).&#039;&#039;&#039; When you use your Pact Instrument to cast a Spell, roll a d8, the Spell deals additional Damage equal tot he number rolled. If the Spell targets multiple creatures, one creature of your choice takes the Bonus Damage.&lt;br /&gt;
*&#039;&#039;&#039;Far Scribe. (5th Level, Pact of the Tome Pact Boon).&#039;&#039;&#039; A new page appears in your Book of Shadows. With your permission, a creature can use its Action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.&lt;br /&gt;
:You can cast the Sending Spell, targeting a creature whose name is on the page, without expending a Spell Slot or Material Components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an Action, you can magically erase a name on the page by touching it.&lt;br /&gt;
*&#039;&#039;&#039;Maddening Hex (5th Level, [[Level 1#Hex|Hex]] Spell or a Warlock feature that curses).&#039;&#039;&#039; As a Bonus Action, you cause a psychic disturbance around the target cursed by your [[Level 1#Hex|Hex]] Spell or by a Warlock feature of yours, such as the [[Warlock#Hexblade&#039;s Curse|Hexblade&#039;s Curse]] feature or the [[Warlock#Eldritch Invocation Options|Sign of Ill Omen Eldritch Invocation]]. When you do so, you deal Psychic Damage to the cursed target and each creature of your choice that you can see within 5ft of it. The Psychic Damage equals your Charisma Modifier. To use this Eldritch Invocation, you must be able to see the cursed target, and it must be within 30ft of you.&lt;br /&gt;
*&#039;&#039;&#039;Bewitching Whispers (7th Level).&#039;&#039;&#039; You can cast the [[Level 4#Compulsion|Compulsion]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Dreadful Word (7th Level).&#039;&#039;&#039; You can cast the [[Level 3#Confusion|Confusion]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Ghostly Gaze (7th Level).&#039;&#039;&#039; As an Action, you gain the ability to see through solid objects out to a Range of 30ft, and gain Darkvision out to a Range of 30ft. This special sight lasts for 1 minute or until your Concentration on the effect end. During that time, you perceive objects as ghostly, transparent images. You can use this Eldritch Invocation a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Sculptor of Flesh (7th level).&#039;&#039;&#039; You can cast the [[Level 4#Polymorph|Polymorph]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Trickster&#039;s Escape (7th level).&#039;&#039;&#039; You can cast the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest. When you cast the Spell in this way, you can only target yourself.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Twilight (7th Level, Pact of the Shroud Pact Boon).&#039;&#039;&#039; You can cast the [[Level 4#Greater Invisibility|Greater Invisibility]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Protection of the Talisman (7th Level, Pact of the Talisman Pact Boon).&#039;&#039;&#039; When the wearer of your Pact Talisman fails a Saving Throw, they can add a d4 to the roll. This benefit can be used a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Relentless Hex (7th Level, [[Level 1#Hex|Hex]] Spell or a Warlock feature that curses).&#039;&#039;&#039; Your curse creates a temporary bond between you and your target. As a Bonus Action, you can magically teleport up to 30ft to an unoccupied space you can see within 5ft of the target cursed by your [[Level 1#Hex|Hex]] Spell or by a warlock feature of yours, such as the [[Warlock#Hexblade&#039;s Curse|Hexblade&#039;s Curse]] feature or [[Warlock#Eldritch Invocation Options|Sign of Ill Omen Eldritch Invocation]] Eldritch Invocation. To teleport in this way, you must be able to see the cursed target.&lt;br /&gt;
*&#039;&#039;&#039;Ascendant Step (9th Level).&#039;&#039;&#039; You can cast the [[Level 2#Levitate|Levitate]] Spell at will, without expending a Spell Slot or Material Components. When cast in this way, you can only target yourself with the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Minions of Chaos (9th Level).&#039;&#039;&#039; You can cast the [[Level 5#Conjure Elemental|Conjure Elemental]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Otherworldly Leap (9th Level).&#039;&#039;&#039; You can cast the [[Level 1#Jump|Jump]] Spell at will, without expending a Spell Slot or Material Components.&lt;br /&gt;
*&#039;&#039;&#039;Whispers of the Grave (9th Level).&#039;&#039;&#039; You can cast the Speak With Dead Spell at will, without expending a Spell Slot or Material Components.&lt;br /&gt;
*&#039;&#039;&#039;Cup of Protection (9th Level, Pact of the Chalice Pact Boon).&#039;&#039;&#039; As an Action, for the next minute, if a creature of your choice can drink from your Pact Chalice, gaining the effects of the [[Level 4#Death Ward|Death Ward]] Spell. Once used, you must finish a Long Rest to use this feature again.&lt;br /&gt;
*&#039;&#039;&#039;Cursed Flesh (9th Level, Pact of the Flesh Pact Boon).&#039;&#039;&#039; As a Bonus Action, you gain yourself Temporary Hit points equal to your Charisma Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Gift of the Protectors (9th Level, Pact of the Tome Pact Boon).&#039;&#039;&#039; A new page appears in your Book of Shadows. With your permission, a creature can use its Action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.	&lt;br /&gt;
:When any creature whose name is on the page is reduced to 0 Hit Points, 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 an Action, you can magically erase a name on the page by touching it.&lt;br /&gt;
*&#039;&#039;&#039;Lifedrinker (12th Level, Pact of the Blade Pact Boon).&#039;&#039;&#039; When you hit a creature with your Pact Weapon, the creature takes extra Necrotic Damage equal to your Charisma Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Bond of the Talisman (12th Level, Pact of the Talisman Pact Boon).&#039;&#039;&#039; While someone else is wearing your Pact Talisman, you can use your Action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your Talisman can do the same thing, using their Action to teleport to you. The teleportation can be used by either creature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Master of Myriad Forms (15th Level).&#039;&#039;&#039; You can cast the [[Level 2#Alter Self|Alter Self]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Shadow (15th Level).&#039;&#039;&#039; You can cast the [[Level 2#Invisibility|Invisibility]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Visions of Distant Realms (15th Level).&#039;&#039;&#039; You can cast the [[Level 4#Arcnae Eye|Arcane Eye]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Chains of One-Eyed Flame (15th Level, Pact of the Chain Pact Boon).&#039;&#039;&#039; You can cast the [[Level 5#Hold Monster|Hold Monster]] Spell at will, without expending a Spell Slot or Material Components. When you cast the Spell in this way, you can only target a Highlings or Elemental. After the Spell ends on a creature, you can&#039;t target that creature again in this way.&lt;br /&gt;
*&#039;&#039;&#039;Alchemical Restoration (15th Level, Pact of the Chalice Pact Boon).&#039;&#039;&#039; As an Action on your turn, you can cast the [[Level 5#Reincarnate|Reincarnate]] Spell without expending a Spell Slot or Material Components. Once you cast Reincarnate in this way, you must finish 1d4 Long Rests before you can cast the Spell in this way again.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Flight (15th Level, Pact of the Flesh Pact Boon).&#039;&#039;&#039; As a Bonus Action, you can manifest (or dismiss) wings reminiscent of your patron&#039;s physical form, granting you a Flying Speed equal to your Walking Speed.&lt;br /&gt;
*&#039;&#039;&#039;Temporal Rewind. (15th Level, Pact of the Hourglass Pact Boon).&#039;&#039;&#039; As a Reaction at the end of your turn, you can undo everything that happened that turn. You return to the space where you began that turn, regain all resources you expended that turn, and remove all Damage or healing done that turn. You then immediately repeat your turn, with foreknowledge of what will occur, however, you do not regain your Reaction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Otherworldly Pacts =&lt;br /&gt;
== The Archfey ==&lt;br /&gt;
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Some of these Archfey are beings from the Feywild who want to try to break into Drakomere to try to learn more about it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Archfey Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fey Presence|Fey Presence]] || 1st || You can [[Conditions#Charmed|Charm]] or [[Conditions#Frightened|Frighten]] nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Misty Escape|Misty Escape]] || 6th || You can teleport and become [[Conditions#Invisible|Invisible]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Beguiling Defenses|Beguiling Defenses]] || 10th || You&#039;re Immune to [[Conditions#Charmed|Charm]] and [[Conditions#Charmed|Charm]] those that try [[Conditions#Charmed|Charm]] you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dark Delirium|Dark Delirium]] || 14th || You can make a creature think it&#039;s in a different world&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eternal Charm|Eternal Charm]] || 18th || You&#039;re [[Conditions#Charmed|Charms]] last Until Dispelled&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Faerie Fire|Faerie Fire]], [[Level 1#Sleep|Sleep]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Calm Emotions|Calm Emotions]], [[Level 2#Phantasmal Force|Phantasmal Force]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Blink|Blink]], [[Level 3#Plant Growth|Plant Growth]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 3#Dominate Beast|Dominate Beast]], [[Level 3#Greater Invisibility|Greater Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Dominate Person|Dominate Person]], [[Level 5#Seeming|Seeming]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fey Presence ====&lt;br /&gt;
&#039;&#039;1st Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you the ability to project the beguiling and fearsome presence of the Fey. As an Action, you force each creature of your choice within 10ft of you to  make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Charmed|Charmed]] by you or [[Conditions#Frightened|Frightened]] of you (your choice) until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Misty Escape ====&lt;br /&gt;
&#039;&#039;6th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can vanish in a puff of mist in response to harm. When you take Damage, you can use your Reaction to turn [[Conditions#Invisible|Invisible]] and teleport up to 60ft to an unoccupied space you can see. You remain [[Conditions#Invisible|Invisible]] until the start of your next turn or until you Attack or cast a Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beguiling Defenses ====&lt;br /&gt;
&#039;&#039;10th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are Immune to the [[Conditions#Charmed|Charmed]] Condition, and when another creature attempts to [[Conditions#Charmed|Charm]] you, you can use your Reaction to attempt to turn the [[Conditions#Charmed|Charm]] back on that creature. The creature that attempted to [[Conditions#Charmed|Charm]] you must succeed on a Wisdom Saving Throw against your Spell Save DC or be [[Conditions#Charmed|Charmed]] by you for 1 minute or until that creature takes any damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark Delirium ====&lt;br /&gt;
&#039;&#039;14th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can plunge a creature into an illusory realm. As an Action, choose a creature that you can see within 60ft of you. It must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, it is [[Conditions#Charmed|Charmed]] by you or [[Conditions#Frightened|Frightened]] of you (your choice) for 1 minute or until you lose Concentration on this effect broken. This effect ends early if that creature takes any Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
While [[Conditions#Charmed|Charmed]] in this way, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eternal Charm ====&lt;br /&gt;
&#039;&#039;18th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you [[Conditions#Charmed|Charm]] a creature, it lasts until Dispelled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Banshee ==&lt;br /&gt;
The Banshee. Betrayed in life and left to wander the world as an undead you sought to make a pact with this entity to finally put it to rest. The power of the banshee manifested in you allowing you a lew of the legendary undead&#039;s abilities.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Banshee Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mournful Wail|Mournful Wail]] || 1st || You can wail to [[Conditions#Deafened|Deafen]] and [[Conditions#Frightened|Frighten]] your foes&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Incorporeal Movement|Incorporeal Movement]] || 6th || You can move through creatures and objects&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Stolen Breath|Stolen Breath]] || 10th || You don&#039;t need air, sustenance, or sleep, gain Resistance to Cold Damage and can reduce Damage you take&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Scream of the Banshee|Scream of the Banshee]] || 14th || Your Mournful Wail is improved to a scream, dealing Psychic Damage and aging targets&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Banshee&#039;s Nature|Banshee&#039;s Nature]] || 18th || You don&#039;t age, can&#039;t be aged, gain Truesight, and Immunity to Cold Damage&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Ray of Sickness|Ray of Sickness]], [[Level 1#Witch Bolt|Witch Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Phantasmal Force|Phantasmal Force]], [[Level 2#Wither and Bloom|Wither and Bloom]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Bestow Curse|Bestow Curse]], [[Level 3#Cold Snap|Cold Snap]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Aversion|Aversion]], [[Level 4#Death Ward|Death Ward]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Antilife Shell|Antilife Shell]], [[Level 5#Cone of Cold|Cone of Cold]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mournful Wail ====&lt;br /&gt;
&#039;&#039;1st Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the power of the banshee&#039;s wail as an Action. Every creature in 15ft Emanated Cone must make a Charisma Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Deafened|Deafened]] and [[Conditions#Frightened|Frightened]] of you until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Incorporeal Movement ====&lt;br /&gt;
&#039;&#039;6th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make your body fade as the ghosts of this realm do. You can move through other creatures and objects as if they were Difficult Terrain. You take 1d10 Force Damage if you end your turn inside a creature or object.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stolen Breath ====&lt;br /&gt;
&#039;&#039;10th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You no longer require air, food, drink, or sleep. Your skin starts to turn pale and you no longer feel pain, giving you Resistance to Cold Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you take Damage, you can use your Reaction to nullify some of that Damage as you are numbed to pain. When you do so, you gain Resistance to that Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scream of the Banshee ====&lt;br /&gt;
&#039;&#039;14th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the true wrath of a banshee. When you use your Mournful Wail feature, the Range is now a 60ft Emanated Cone. Additionally, all creatures that fail the Saving Throw against your Mournful Wail feature also takes 8d8 Psychic Damage and age 1d10 years, and all creatures who succeed the Saving Throw take half as much Damage and age half as much. Additionally, your Mournful Wail feature now has an unlimited amount of uses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Banshee&#039;s Nature ====&lt;br /&gt;
&#039;&#039;18th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As you take on the pure form fo the Banshee, you gain the following benefits:&lt;br /&gt;
*You no longer age and can&#039;t be aged magically.&lt;br /&gt;
*You gain Truesight out to a Range of 60ft&lt;br /&gt;
*You gain Immunity to Cold Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Celestial ==&lt;br /&gt;
Your patron is a powerful being, one of the few good Highlings found on Drakomere. You have bound yourself to an ancient empyrean, solar, kirin, unicorn, or other good Highling. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Some Celestial Warlocks form a direct pack with Bahumat instead. Some of these beings that Celestial Warlocks make pacts with are War Bringer gods who want to take over Drakomere.&amp;lt;br&amp;gt;&lt;br /&gt;
Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Celestial Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Bonus Cantrips|Bonus Cantrips]] || 1st || You get the [[Cantrips#Light|Light]] and [[Cantrips#Sacred Flame|Sacred Flame]] Cantrips&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Healing Light|Healing Light]] || 1st || You have a pool of innate healing&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#RadiantSoul|Radiant Soul]] || 6th || You get Resistance to Radiant Damage and can deal extra Fire and Radiant Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Celestial Radiance|Celestial Radiance]] || 10th || You give nearby allies Temporary Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Searing Vengeance|Searing Vengeance]] || 14th || When you would die you can choose not to and deal Damage to nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Blinding Blink|Blinding Blink]] || 18th || You can teleport and [[Conditions#Blinded|Blind]] nearby enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Cure Wounds|Cure Wounds]], [[Level 1#Guiding Bolt|Guiding Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Flaming Sphere|Flaming Sphere]], [[Level 2#Lesser Restoration|Lesser Restoration]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Life Transference|Life Transference]], [[Level 3#Revivify|Revivify]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Guardian of Faith|Guardian of Faith]], [[Level 4#Wall of Fire|Wall of Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Greater Restoration|Greater Restoration]], [[Level 5#Heavenly Pillar|Heavenly Pillar]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Cantrips ====&lt;br /&gt;
&#039;&#039;1st Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn the [[Cantrips#Light|Light]] and [[Cantrips#Sacred Flame|Sacred Flame]] Cantrips. They count as Warlock Cantrips for you, and they don’t count against your number of Cantrips Known.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Healing Light ====&lt;br /&gt;
&#039;&#039;1st Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your Warlock Level.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can heal one creature you can see within 60ft of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma Modifier. You restore a number of Hit Points equal to the total result of the dice expended. Your pool regains all expended dice when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Radiant Soul ====&lt;br /&gt;
&#039;&#039;6th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your link to the Celestial allows you to serve as a conduit for radiant energy. You have Resistance to Radiant Damage, and when you cast a Spell that deals Radiant or Fire Damage, you can add your Charisma Modifier to one Damage roll of the Spell against one of its targets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Celestial Resilience ====&lt;br /&gt;
&#039;&#039;10th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain divine vitality as you recuperate. When you finish a Long Rest, choose up to five other creatures, you and the chosen creatures each gain a number of Temporary Hit Points equal your Warlock Level + your Charisma Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Searing Vengeance ====&lt;br /&gt;
&#039;&#039;14th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The radiant energy you channel allows you to resist death. When you would to make a Death Saving Throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain Hit Points equal to half your Hit Point Maximum, and then you stand up if you choose to do so. Each creature of your choice that is within 30ft of you takes Radiant Damage equal to 2d8 + your Charisma Modifier, and is [[Conditions#Blinded|Blinded]] until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blinding Blink ====&lt;br /&gt;
&#039;&#039;18th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can teleport to an unoccupied space within 30ft of you. After you do, all creatures of your choice within 15ft of you must make a Constitution Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Coven ==&lt;br /&gt;
Grandmother, wood witch, medicine woman, old crone; the strange creatures known as hags go by many names. Their motivations are nearly alays sinister, and they delight in the suffering of others. When hags gather and form a magic pact, known as a Coven, they gain access to power beyond what any of them could hope to achieve individually. Together, their ability to sow pain increases tenfold. What strange bargain have you made to access the Coven&#039;s unorthodox magic?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Coven Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Weird Magicks|Weird Magicks]] || 1st || You can change the Damage Type of your Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Deviant Recovery|Deviant Recovery]] || 6th || You can use Draw on Power to give your allies their Spell Slots back&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Vile Resilience|Vile Resilience]] || 10th || You can use a Reaction to gain Resistance to Damage from magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Personal Coven|Personal Coven]] || 14th || You can form a Coven with your allies and share Known Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Potent Coven|Potent Coven]] || 18th || Coven Spells are cast at a higher Level&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Caustic Brew|Caustic Brew]], [[Level 1#Hideous Laughter|Hideous Laughter]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Alter Self|Alter Self]], [[Level 2#Wither and Bloom|Wither and Bloom]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Bestow Curse|Bestow Curse]], [[Level 3#Stinking Cloud|Stinking Cloud]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Aversion|Aversion]], [[Level 4#Lost Legacy|Lost Legacy]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Contagion|Contagion]], [[Level 5#Dominate Person|Dominate Person]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weird Magicks ====&lt;br /&gt;
&#039;&#039;1st Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Coven you serve grants you knowledge of their unorthodox Spellcasting. When you cast a Warlock Spell of 1st Level or higher, you can replace its Damage Type with a Damage Type from another Warlock Spell you Know, altering the Spell for this casting only. Spells cast in this way resemble the strange magic of the hags, and may be unrecognizable to traditional Spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deviant Recovery ====&lt;br /&gt;
&#039;&#039;6th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have been granted rare insights into the magic of Covens. As an Action, you can expend a use of your Draw On Power feature. When you do this, you touch a number of willing Spellcasters equal to your number of maximum Pact Slots. A Spellcaster you touch in this way immediately regains expended Spell Slots that have a combined Level equal to the Level of your Pact Slot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vile Resilience ====&lt;br /&gt;
&#039;&#039;10th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have served your Coven well and they have rewarded you with a strange magical ward, When you take Damage from a spell or other magical effect. You can use your Reaction when you would take Damage from a Spell or a magical effect. When you do so, you gain Resistance to all the Damage dealt by that Spell or magical effect until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Reaction a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Personal Coven ====&lt;br /&gt;
&#039;&#039;14th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have grown powerful enough to form a Coven of your own. At the end of a Long Rest, choose up to two other willing Spellcasters to form your Coven with. While all members of the Coven are within 30ft of one another, all members of the Coven can cast the Spells Prepared by another member of the Coven in addition to the member&#039;s own Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
All members of a Coven are always aware of the location of all other members, as long as all members are on the same plane of existence.&amp;lt;br&amp;gt;&lt;br /&gt;
When you form a Coven, the bond remains in place until you finish 1d6 Long Rests, or a Coven member dies. You can then form a new Coven at the end of your next Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Potent Coven ====&lt;br /&gt;
&#039;&#039;18th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you, or a member of your Coven from your Personal Coven feature casts a Spell gained from your Personal Coven feature, that Spell is cast at 1 Level higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Elder Sphinx ==&lt;br /&gt;
Immortal guardians of divine treasures, Sphinxes live to test mortals who desire the relics of forgotten deities. They are masters of riddles and other trials that reveal the true nature of those they put to the test. To an Elder Sphinx, time has no meaning, and legends say the most powerful Sphinxes can influence the flow of time with their ancient magic.&amp;lt;br&amp;gt;&lt;br /&gt;
You have entered into a pact with one such Elder Sphinx. Do you work in tandem, or did you fail the test of the Sphinx, and rather then perish you opted to serve them with your life?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elder Sphinx Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Guardian&#039;s Ward|Guardian&#039;s Ward]] || 1st || You can create a slowing field&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Time Slip|Time Slip]] || 6th || You can effectively teleport double your Speed by stopping time&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Inscrutable|Inscrutable]] || 10th || You&#039;re better at lying and immune to Divination Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eternal Guardian|Eternal Guardian]] || 10th || You don&#039;t need sustenance or sleep and age much slower&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Power of the Ancients|Power of the Ancients]] || 14th || You can cast the Time Stop Spell in your Guardian&#039;s Ward&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#A Game of Riddles|A Game of Riddles]] || 18th || You can counter Spells cast by enemies if they fail a Wisdom Saving Throw&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Command|Command]], [[Level 1#Sanctuary|Sanctuary]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Lesser Restoration|Lesser Restoration]], [[Level 2#Zone of Truth|Zone of Truth]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Sending|Sending]], [[Level 3#Slow|Slow]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Arcane Eye|Arcane Eye]], [[Level 4#Locate Creature|Locate Creature]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Dispel Evil and Good|Dispel Evil and Good]], [[Level 5#Legend Lore|Legend Lore]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guardian’s Ward ====&lt;br /&gt;
&#039;&#039;1st Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The power granted by your patron allows you to prevent the unworthy from approaching you, or the things you protect. You can use an Action to project a small but powerful ward outward from yourself, that is a Still Emanation with a Radius of a number of feet equal to 5 x your Charisma Modifier. When a creature enters the area of your Ward, or starts its turn within it, it must make a Strength Saving Throw against your Spell Save DC. On a failed Save, the creature&#039;s Speed is reduced to 0 until the start of its next turn. On a successful Save, the target is [[Conditions#Slowed|Slowed]] until the start of its next turn. The Ward lasts for 1 minute, until you lose Concentrate on the Ward, or until you leave the area of the Ward.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Time Slip ====&lt;br /&gt;
&#039;&#039;6th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can manipulate time, much like your patron. As a Bonus Action, you can pause time and move up to twice your Speed without provoking Opportunity Attacks. You can only use your Speed while time is stopped, you cannot use Actions, Bonus Actions, or Reactions. Time resumes when you finish your movement.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inscrutable ====&lt;br /&gt;
&#039;&#039;10th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron shields you from divination magic, much like they are shielded from such spells. You are immune to any effect that would sense your emotions or read your thoughts, as well as any Divination Spell that you choose not to be affected by. Additionally, any Wisdom (Insight) Checks made to ascertain your intentions or sincerity are made at Disadvantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eternal Guardian ====&lt;br /&gt;
&#039;&#039;10th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Sphinx you serve has blessed you with a semblance of their immortality. You no longer require food, drink, or sleep. In addition, for every 10 years that pass, your body ages only 1 year, and you are immune to being aged by magic.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power of the Ancients ====&lt;br /&gt;
&#039;&#039;14th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an empowered mastery over time, but only in your small area of influence. As an Action, while your Guardian&#039;s Ward feature is active, you can cast a limited version of the [[Level 9#Time Stop|Time Stop]] Spell without expending a Spell Slot or Material Components. While the [[Level 9#Time Stop|Time Stop]] Spell is active in this way, you can only interact with creatures and objects within the area of your Guardian&#039;s Ward feature. When this casting of the [[Level 9#Time Stop|Time Stop]] Spell ends, your Guardian&#039;s Ward feature ends as well.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature you must finish a Long Rest before you can use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A Game of Riddles ====&lt;br /&gt;
&#039;&#039;18th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature you can see within 30ft of you casts a Spell, you can use your Reaction to present a riddle to that creature. When you do, that creature either must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, the Spell fails and has no effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Fathomless ==&lt;br /&gt;
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? These beings are usually aberrations that are slowly trying to break into the world rather than using Aberrant Incursions.&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.&amp;lt;br&amp;gt;&lt;br /&gt;
Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fathomless Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Tentacle of the Deeps|Tentacle of the Deeps]] || 1st || You create a Tentacle to Attack enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Gift of the Sea|Gift of the Sea]] || 1st || You can swim and breathe underwater&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Oceanic Soul|Oceanic Soul]] || 6th || You get Resistance to Cold Damage and can speak to anyone while underwater&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Guardian Coil|Guardian Coil]] || 6th || You can use your Tentacle to block Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasping Tentacles|Grasping Tentacles]] || 10th || You get the [[Level 4#Black Tentacles|Black Tentacles]] Spell, it gives you Temporary Hit Points when you cast it, and it&#039;s harder for you to lose Concentration on it&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fathomless Plunge|Fathomless Plunge]] || 14th || You can teleport to water&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasp of the Deep|Grasp of the Deep]] || 18th || You can Grapple nearby enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Create or Destroy Water|Create or Destroy Water]], [[Level 1#Fog Cloud|Fog Cloud]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Gust of Wind|Gust of Wind]], [[Level 2#Silence|Silence]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Lightning Bolt|Lightning Bolt]], [[Level 3#Thunderstep|Thunderstep]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Control Water|Control Water]], [[Level 4#Summon Elemental|Summon Elemental (Water elemental only)]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Arcane Hand|Arcane Hand (Appears as a Tentacle)]], [[Level 5#Cone of Cold|Cone of Cold]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tentacle of the Deeps ====&lt;br /&gt;
&#039;&#039;1st Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically summon a spectral Tentacle that strikes at your foes. As a Bonus Action, you create a 10ft long Tentacle at a point you can see within 60ft of you. The Tentacle lasts for 1 minute or until you use this feature to create another Tentacle. As part of the Bonus Action you use to summon the Tentacle and as a Bonus Action on each subsequent turn while the Tentacle is active, you can move the Tentacle up to 30ft and make a Melee Spell Attack against one creature within 10ft of it. On a hit, the target takes 1d8 Cold Damage, and its Speed is reduced by 10ft until the start of your next turn. When you reach 10th Level in this class, the Damage increases to 2d8.&amp;lt;br&amp;gt;&lt;br /&gt;
You can summon the Tentacle a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of the Sea ====&lt;br /&gt;
&#039;&#039;1st Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Swimming Speed of 40ft, and can breathe both air and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oceanic Soul ====&lt;br /&gt;
&#039;&#039;6th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are now even more at home in the depths. You gain Resistance to Cold Damage. In addition, when you are fully submerged in water, any creature that is also fully submerged in that water can understand your speech, and you can understand theirs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guardian Coil ====&lt;br /&gt;
&#039;&#039;6th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Tentacle of the Deeps feature can defend you and others, interposing itself between them and harm. When you or a creature you can see takes Damage while within 10ft of your Tentacle summoned by your Tentacle of the Deeps feature, you can use your Reaction to choose one of those creatures and reduce the Damage taken by that creature by 1d8. When you reach 10th Level in this class, the Damage reduced is increased to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasping Tentacles ====&lt;br /&gt;
&#039;&#039;10th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn the [[Level 4#Black Tentacles|Black Tentacles]] Spell. It is a Warlock Spell for you, and does not count against your number of Spells Known. You can also cast the [[Level 4#Black Tentacles|Black Tentacles]] Spell as a Warlock Spell once without expending a Spell Slot, regaining the ability to do so when you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you cast the [[Level 4#Black Tentacles|Black Tentacles]] Spell, your patron’s magic bolsters you, granting you a number of Temporary Hit Points equal to your Warlock Level. Moreover, Damage can’t break your Concentration on the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fathomless Plunge ====&lt;br /&gt;
&#039;&#039;14th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically open temporary conduits to watery destinations. As an Action, you can teleport yourself and up to five other willing creatures that you can see within 30ft of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water of your choice that you’ve seen that&#039;s the size of a pond or larger,  or within 30ft of it, each creature appears in an unoccupied space within 30ft of the others.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasp of the Deep ====&lt;br /&gt;
&#039;&#039;18th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you usher in the restricting grasp of the deep. Choose any number of creatures within 120ft of you. Those creature make a Dexterity Saving Throw as tentacles grasp them. On a failed Save, a creature is [[Conditions#Grappled|Grappled]] for 1 minute. At the end of a [[Conditions#Grappled|Grappled]] creature&#039;s turn, it can repeat the Save, ending the effect on a success.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Fiend ==&lt;br /&gt;
You have made a pact with an evil highling, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fiend Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dark One&#039;s Blessing|Dark One&#039;s Blessing]] || 1st || When you kill an enemy you get Temporary Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dark One&#039;s own Luck|Dark One&#039;s own Luck]] || 6th || You can buff your failed Ability Checks and Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fiendish Resilience|Fiendish Resilience]] || 10th || You can get a Damage Resistance of your choice&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hurl Through Hell|Hurl Through Hell]] || 14th || You can deal a ton of Psychic Damage to a creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fiendish Retribution|Fiendish Retribution]] || 18th || You can hurt foes that hurt you&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Burning Hands|Burning Hands]], [[Level 1#Command|Command]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Blindness/Deafness|Blindness/Deafness]], [[Level 2#Scorching Ray|Scorching Ray]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Fireball|Fireball]], [[Level 4#Stinking Cloud|Stinking Cloud]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Fire Shield|Fire Shield]], [[Level 4#Wall of Fire|Wall of Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Hallow|Hallow]], [[Level 5#Immolation|Immolation]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark One’s Blessing ====&lt;br /&gt;
&#039;&#039;1st Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you reduce a creature to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma Modifier + your Warlock Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark One’s own Luck ====&lt;br /&gt;
&#039;&#039;6th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can call on your patron to alter fate in your favor. As a Reaction when you fail on an Ability Check or Saving Throw, you can add a d10 to your roll.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fiendish Resilience ====&lt;br /&gt;
&#039;&#039;10th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish a Long Rest, choose one Damage Type. You gain Resistance to that Damage Type until you you finish a Long Rest. Damage from magical [[Armor and Weapons#Weapons|Weapons]] or silvered [[Armor and Weapons#Weapons|Weapons]] ignores this Resistance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hurl Through Hell ====&lt;br /&gt;
&#039;&#039;14th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with an Attack, you can use this feature to bombard the creature with psychic pain and visions of flame and fire.&amp;lt;br&amp;gt;&lt;br /&gt;
The target is [[Conditions#Incapacitated|Incapacitated]] until the end of your next turn. At the end of your next turn, the target takes 10d10 Psychic Damage as it reels from its horrific experience.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fiendish Retribution ====&lt;br /&gt;
&#039;&#039;18th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature within 30ft of you deals Damage to you, you can use your Reaction to deal 2d6 Psychic Damage and 2d6 Fire Damage to that creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Genie ==&lt;br /&gt;
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach. Many genies who do not live in Drakomere are invasive forces who want a taste of the power in the Chaos.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Genie Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Genie&#039;s Choice|Genie&#039;s Choice]] || 1st || You choose a type of Genie&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Genie&#039;s Vessel|Genie&#039;s Vessel]] || 1st || You get a lamp that you can enter, you can also deal extra Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elemental Gift|Elemental Gift]] || 6th || You get Resistance to a Damage Type and can fly&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Sanctuary Vessel|Sanctuary Vessel]] || 10th || You can have allies enter your lamp and you can take Long Rests in it&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Limited Wish|Limited Wish]] || 14th || You can cast any Spell of 6th Level or lower once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Wish Magic|Wish Magic]] || 18th || You get the [[Level 9#Wish|Wish]] Spell and it&#039;s harder to lose&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. You add all the Spells in the Genie Spells column, and all the Spells in the column of the type of Genie you selected in your Genie&#039;s Power feature to the Warlock Spell List.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spells&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Genie Spells !! Dao Spells !! Djinni Spells !! Efreeti Spells !! Marid Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Absorb Elements, Chaos Bolt, Chromatic Orb, Detect Evil and Good || Earth Tremor, Sanctuary || Sudden Spark, Thunderwave, Thunderous Smite, Witch Bolt, Zephyr Strike || Burning Hands, Faerie Fire || Create or Destroy Water, Fog Cloud, Frost Fingers&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Arcane Lock, Demand Offering, Dragon&#039;s Breath, Phantasmal Force || Dust Devil, Earthen Grasp, Iron Spine, Spike Growth || Air Bubble, Gust of Wind, Kinetic Jaunt, Skywrite, Warding Wind || Ashen Memory, Continual Flame, Draconic Scorcher, Flame Blade, Flaming Sphere, Heat Metal, Pyrotechnics, Scorching Ray || Binding Ice, Blur, Drown, Knell of the Depths&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Create Food and Water, Elemental Weapon, Protection From Energy || Meld Into Stone, Minute Meteors, Quakewalk, Sand Cloak, Wall of Sand || Call Lightning, Fly, Lightning Bolt, Wind Wall || Ashen Path, Draconic Stride, Fireball, Flame Arrows || Cold Snap, Freedom of the Waves, Sleet Storm, Wall of Water, Water Breathing, Water Walk&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Phantasmal Killer, Freedom of Movement || Stone Shape, Stone Shape, Stoneskin || Cyclone, Greater Invisibility, Speedy Courier, Storm Sphere, Wind Funnel || Fire Shield, Steam Strike, Wall of Fire || Black Tentacles, Control Water, Frost Armor, Ice Storm, Watery Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Arcane Hand, Creation, Dispel Evil and Good || Sinking Maw, Wall of Stone || Control Winds, Fingers of Lightning, Freedom of the Winds, Seeming, Sonic Boom || Flame Strike, Immolation || Cone of Cold, Maelstrom&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Genie&#039;s Choice ====&lt;br /&gt;
&#039;&#039;1st Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the following types of Genies: Dao (Earth), Djinni (Air), Efreeti (Fire), Marid (Water). This choice will affect features in this class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Genie’s Vessel ====&lt;br /&gt;
&#039;&#039;1st Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The Vessel is a Tiny object, and you can use it as a Warlock Spellcasting Focus. While you are touching the Vessel, you can use it in the following ways:&lt;br /&gt;
*&#039;&#039;&#039;Bottled Respite.&#039;&#039;&#039; As an Action, you can magically vanish and enter your Vessel, which remains in the space you left. The interior of the Vessel is an extradimensional space in the shape of a 20ft Radius Cylinder that&#039;s 20ft high, and resembles your Vessel. The interior is appointed with cushions and low tables and is a comfortable temperature for you. While inside, you can hear the area around your Vessel as if you were in its space. You can remain inside the Vessel up to a number of hours equal to 2 x your Proficiency Bonus. You can exit the Vessel early as a Free Action, and you exit early if you die, or the Vessel is destroyed. When you exit the Vessel, you appear in an unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the Vessel is destroyed, every object stored there harmlessly appears in an unoccupied spaces closest to the Vessel’s former space. Once you enter the Vessel, you can’t enter again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Genie’s Wrath.&#039;&#039;&#039; Once during each of your turns when you hit on an Attack, you can deal additional Damage to the target equal to your Proficiency Bonus. The type of this damage is determined by your patron: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).&lt;br /&gt;
The Vessel’s AC equals your Spell Save DC. It has a number of Hit Points equal your Warlock Level + your Proficiency Bonus, and it is Immune to Poison and Psychic Damage.&lt;br /&gt;
If the vessel is destroyed or you lose it, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony can be performed during a Short or Long Rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elemental Gift ====&lt;br /&gt;
&#039;&#039;6th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You begin to take on characteristics of your patron’s kind. You gain have Resistance to a Damage Type determined by your patron: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, as a Bonus Action, you can give yourself a 30ft Flying Speed for 10 minutes, during which you can hover. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sanctuary Vessel ====&lt;br /&gt;
&#039;&#039;10th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your Vessel from your Genie&#039;s Vessel feature via your Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30ft of you, the chosen creatures enter the Vessel with you in the same way.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can force any number of creatures to exit the Vessel. Also, all creatures exit the Vessel if you die or the Vessel is destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, any creature that remains in the Vessel for at least 10 minutes gains the benefit of finishing a Short Rest, adding your Proficiency Bonus to the number of Hit Points they regain if they spend any Hit Dice as part of that Short Rest. Also, any creature that remains in your Vessel for 1 and a half hours gains the benefit of finishing a Long Rest, and gains a number of Temporary Hit Points equal to your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Limited Wish ====&lt;br /&gt;
&#039;&#039;14th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You entreat your patron to grant you a small wish. As an Action, you can speak your desire to your Genie’s Vessel, requesting the effect of a Spell of 6th Level or lower with a Casting Time of 1 Action from any class&#039;s Spell List, and without expending a Spell Slot or Components.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish 1d4 Long Rests.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wish Magic ====&lt;br /&gt;
&#039;&#039;18th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the [[Level 9#Wish|Wish]] Spell as an option for your Mystic Arcanum (9th Level) feature. You can cast either the [[Level 9#Wish|Wish]] Spell or the Spell you selected when you use that feature. When you cast the [[Level 9#Wish|Wish]] Spell and would roll a d6 to determine if you lose the ability to cast the [[Level 9#Wish|Wish]] Spell, you instead roll a d12.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Great Old One ==&lt;br /&gt;
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. These creatures can be outside Drakomere, wanting to break into Drakomere for its concentrated creation energy, or are one of the seven Aberrant Lords in the Twisted-Lands.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Great Old One Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Awakened Mind|Awakened Mind]] || 1st || You can speak telepathically and can cast an Invisible Mage Hand&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Entropic Ward|Entropic Ward]] || 6th || You can make Attacks against you worse&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Thought Shield|Thought Shield]] || 10th || You get Immunity to Psychic Damage and deal any Psychic Damage you wold take back to the foe that tried to Damage you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Create Thrall|Create Thrall]] || 14th || You can [[Conditions#Charmed|Charm]] a creature permanently&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasping Will|Grasping Will]] || 18th || You mind control the creature you [[Conditions#Charmed|Charm]] with Create Thrall&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Bane, Cloak of Secrets, Command, Dissonant Whispers, Faerie Fire, Hideous Laughter, Silent Image, Silvery Barbs, &lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Alter Self, Augmenting Wall, Crown of Madness, Detect Thoughts, Demand Offering, Magic Mouth, Phantasmal Force, Rope Trick, Silence, They Know, Unspoken Name, Vortex Warp, Wristpocket&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Ally Across Time, Blink, Dominate Beast, Enthrall, Sending&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Aversion, Bestow Curse, Black Tentacles, Divination, Lost Legacy, &lt;br /&gt;
|-&lt;br /&gt;
| 5th || Contagion, Dominate Person, Mislead, Modify Memory, Passwall, Planar Binding, Reincarnate, Sinking Maw, Sonic Boom, Taboo, Telekinesis&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Awakened Mind ====&lt;br /&gt;
&#039;&#039;1st Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The hidden potential of your mind is unlocked. You can telepathically communicate with any creature you can see within 60ft. You don’t need to share a [[Languages|Language]], but the target must speak at least one [[Languages|Language]] in order to respond to you. You can only use this feature to communicate with one creature at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you learn the [[Cantrips#Mage Hand|Mage Hand]] Cantrip, but it doesn&#039;t count against your number of Cantrips Known. When you cast the [[Cantrips#Mage Hand|Mage Hand]] Cantrip, it does not require Components and the mage hand is [[Conditions#Invisible|Invisible]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Entropic Ward ====&lt;br /&gt;
&#039;&#039;6th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature hits you with an Attack, you can use your Reaction to impose Disadvantage on that roll. If the Attack misses you, your next Attack against the creature that Attacked you has Advantage before the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thought Shield ====&lt;br /&gt;
&#039;&#039;10th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your thoughts can’t be read by any means unless you allow it. You also gain Immunity to Psychic Damage, and whenever a creature would deal Psychic Damage to you, that creature takes the amount of Psychic Damage it would have dealt to you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Thrall ====&lt;br /&gt;
&#039;&#039;14th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to infect a Humanoid’s mind with the alien magic of your patron. You can use your Action to touch an [[Conditions#Incapacitated|Incapacitated]] Humanoid. That creature becomes [[Conditions#Charmed|Charmed]] by you, which ends only if the [[Level 3#Remove Curse|Remove Curse]] Spell or similar magic is cast on it, or you use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
While [[Conditions#Charmed|Charmed]] in this way, you can telepathically communicate with that creature while you and that creature are on the same plane of existence.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasping Will ====&lt;br /&gt;
&#039;&#039;18th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A creature you [[Conditions#Charmed|Charm]] with your Create Thrall feature, is permanently under the effects of the [[Level 5#Dominate Person|Dominate Person]] Spell as if you had cast it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Great Wyrm ==&lt;br /&gt;
Inherently magical creatures with incredibly long lifespans, dragons hoard not only wealth and material possessions, but servants and slaves as well. Benevolent and malicious, kind and terrible, good and evil, ancient dragons of all types have motivations beyond comprehension to most mortal beings.&amp;lt;br&amp;gt;&lt;br /&gt;
What sort of bargain did you enter into in order to access the overwhelming elemental power of an ancient dragon?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Great Wyrm Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Draconic Spark|Draconic Spark]] || 1st || You choose a type of Dragon and corresponding Damage Type to gain Resistance to, you also learn [[Languages|Draikyaan]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elemental Potency|Elemental Potency]] || 6th || You deal more Damage with your Draconic Spark Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Imposing Presence|Imposing Presence]] || 10th || You&#039;re Immune to being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]], and if someone tries to [[Conditions#Charmed|Charm]] or [[Conditions#Frightened|Frighten]] you they take Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dragon Wings|Dragon Wings]] || 14th || You can fly&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elemental Reach|Elemental Reach]] || 18th || You choose two more types of Dragons and corresponding Damage Types for you Draconic Spark&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Absorb Elements, Chaos Bolt, Chromatic Orb, Command, Detect Magic, Identify, Thunderwave&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Binding Ice, Demand Offering, Detect Thoughts, Draconic Scorcher, Dragon&#039;s Breath, Dragon&#039;s Voice, Gust of Wind, Heat Metal, Scorching Ray, See Invisibility&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Call Lightning, Draconic Stride, Elemental Weapon, Fireball, Haste, Instant Audience, Lightning Bolt, Magnificent Tower, Minute Meteors, Motivational Speech, Protection From Energy,&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Compulsion, Destructive Resonance, Divination, Ice Storm, Vitriolic Sphere, Polymorph, Secret Chest, Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Cone of Cold, Control Winds, Creation, Destructive Wave, Dominate Person, Fingers of Lightning, Flame Strike, Freedom of the Winds, Immolation, Sonic Boom, &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Draconic Spark ====&lt;br /&gt;
&#039;&#039;1st Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Great Wyrm imbues you with a Draconic Spark, a fraction of its elemental power. Ancient Dragons can impart any element, but they most often bestow one that matches their Breath Weapon. Choose either Acid, Cold, Fire, Force, Lighting, Necrotic, Poison, Psychic, Radiant, or Thunder for your Draconic Spark. You gain Resistance to your Draconic Spark Damage Type, and any time you cast a Warlock Spell that deals Damage, you can change the Damage Type of the Spell to your Draconic Spark Damage Type.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the power of your Draconic Spark allows you to speak, read, and write [[Languages|Draikyaan]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elemental Potency ====&lt;br /&gt;
&#039;&#039;6th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The power of your Spark grows, increasing the power of your Spells. When you cast a Spell of 1st Level or higher that deals your Draconic Spark Damage Type before you change the Damage Type with your Draconic Spark feature, you add a d8 to the Damage of the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Imposing Presence ====&lt;br /&gt;
&#039;&#039;10th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body has been steeped in the overwhelming draconic magic of your patron, empowering your willpower and force of personality. You are Immune to the [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]] Conditions and when a creature would attempt to [[Conditions#Charmed|Charm]] or [[Conditions#Frightened|Frighten]] you, it takes Psychic Damage equal to your Warlock Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dragon Wings ====&lt;br /&gt;
&#039;&#039;14th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to magically manifest a pair of leathery dragon wings from your back, which grant you a Flying Speed equal to your Walking Speed, and last until you  dismiss the wings as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elemental Reach ====&lt;br /&gt;
&#039;&#039;18th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose two of the Damage Types listed in your Draconic Spark feature that you did not choose previously. When you use your Draconic Spark feature and your Elemental Potency feature, you can use those Damage Types as well as the Damage Type you originally chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Hexblade ==&lt;br /&gt;
You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.&amp;lt;br&amp;gt;&lt;br /&gt;
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events in Drakomere to her inscrutable ends. The Raven Queen and her blades wish to break into Drakomere.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hexblade Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hexblade&#039;s Curse|Hexblade&#039;s Curse]] || 1st || You can mark a creature, dealing extra Damage to it, increasing your Crit Range against it, and gaining Temporary Hit Points when you kill it&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hex Warrior|Hex Warrior]] || 1st || You can bond to a [[Armor and Weapons#Weapons|Weapons]] and use your Charisma for your Attacks with it, you can also dissipate and summon it, all your Pact Weapons with Pact of the Blade are bonded [[Armor and Weapons#Weapons|Weapons]], you also get Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Accursed Specter|Accursed Specter]] || 6th || When you kill a Humanoid you can make it a ghost to serve you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Armor of Hexes|Armor of Hexes]] || 10th || When a creatures marked with Hexblade&#039;s Curse hits you, you have a 50% chance not to get hit&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hexed Fury|Hexed Fury]] || 14th || You can enter a frenzy when you mark a creature with Hexblade&#039;s Curse, being way better at Attacking marked creatures&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Master of Hexes|Master of Hexes]] || 18th || When you kill a marked creature you can mark another creature for free&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Compelled Duel, Dissonant Whispers, Ensnaring Strike, Halo of Glory, Heroism, Hunter&#039;s Mark Searing Smite, Shield, Shield of Faith, Silvery Barbs, Sudden Spark, Wrathful Smite, Zephyr Strike&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Bark Skin, Blur, Branding Smite, Flame Blade, Gale Weapons, Heat Metal, Kinetic Jaunt, Magic Weapon, Spiritual Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Allegro, Battle Trance, Battlemind Link, Blink, Cold Snap, Crusader&#039;s Mantle, Elemental Weapon, Gluey Globule, Haste, Slow&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Fire Shield, Frost Armor, Holy Glare, March of Blades, Phantasmal Killer, Staggering Smite&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Banishing Smite, Cone of Cold, Holy Weapon, Shining Armor, Steel Wind Strike&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hexblade’s Curse ====&lt;br /&gt;
&#039;&#039;1st Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to place a baleful curse on someone. As a Bonus Action, choose one creature you can see within 30ft of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are [[Conditions#Incapacitated|Incapacitated]]. Until the curse ends, you gain the following benefits:&lt;br /&gt;
*You gain a bonus to Damage rolls against the cursed target equal to your Proficiency Bonus.&lt;br /&gt;
*Your Crit Range is increased by 1 on Attacks against the target.&lt;br /&gt;
*If the cursed target dies, you regain Hit Points equal to your Warlock Level + your Charisma Modifier.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Warrior ====&lt;br /&gt;
&#039;&#039;1st Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You acquire the training necessary to effectively arm yourself for battle. You gain Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]].&amp;lt;br&amp;gt;&lt;br /&gt;
The influence of your patron also allows you to mystically channel your will through a particular [[Armor and Weapons#Weapons|Weapons]]. Whenever you finish a Long Rest, you can touch one [[Armor and Weapons#Weapons|Weapons]] that you are Proficient with and that lacks the Two-Handed Property. When you Attack with that [[Armor and Weapons#Weapons|Weapons]], you can use your Charisma Modifier, instead of Strength or Dexterity, for the Attack and Damage Rolls. This benefit lasts until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Every [[Armor and Weapons#Weapons|Weapons]] you summon with a Pact of The Blade Pact Boon gains the benefit of this feature, no matter the [[Armor and Weapons#Weapons|Weapon&#039;s]] type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Accursed Specter ====&lt;br /&gt;
&#039;&#039;6th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can curse the soul of a person you slay, temporarily binding it to your service. When you reduce a Humanoid to 0 Hit Points, you can cause its spirit to rise from its corpse as a Specter. When the Specter appears, it gains Temporary Hit Points equal to half your Warlock Level. The Specter acts after you in Initiative and you must command it using a Bonus Action. If you do not give the Specter a command, it will take the Dodge Action.&amp;lt;br&amp;gt;&lt;br /&gt;
The Specter has a bonus to its Attack Rolls equal to your Charisma Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
The specter remains in your service until the end of your next Long Rest, at which point it vanishes to the afterlife.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you bind a Specter with this feature, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Armor of Hexes ====&lt;br /&gt;
&#039;&#039;10th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your hex grows more powerful. If the target cursed by your Hexblade’s Curse feature hits you with an Attack, you can use your Reaction to roll a d6. If you roll a 4, 5, or 6, the Attack misses you instead, regardless of the Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hexed Fury ====&lt;br /&gt;
&#039;&#039;14th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you curse a creature with your Hexblade&#039;s Curse feature, you can choose to enter a state of Frenzy. While in this Frenzy, you can only Attack creature&#039;s cursed by your Hexblade&#039;s Curse feature or marked by similar abilities and magic. When you Attack one of these creatures, your Crit Range is doubled and you deal an additional 2d6 Psychic Damage on a hit. This Frenzy lasts for 1 minute or until no creatures are cursed by your Hexblade&#039;s Curse feature or marked with similar abilities and magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you enter this state of Frenzy, you cannot do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master of Hexes ====&lt;br /&gt;
&#039;&#039;18th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse feature dies, you can apply the curse to a different creature you can see within 30ft of you without expending a use of the feature, provided you aren’t [[Conditions#Incapacitated|Incapacitated]].&amp;lt;br&amp;gt;&lt;br /&gt;
Also, when you curse a creature with your Hexblade&#039;s Curse feature, you can choose one willing creature within 30ft of you. That creature also gains the benefits of your Hexblade&#039;s Curse feature against the cursed creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Primeval Growth ==&lt;br /&gt;
Not all who serve nature seek balance as Druidic Circles do. Older, and oftentimes more sinister forces are at work in the ancient forests of the world. Eldest of all plant life, ancient trees, sacred groves, and sentient forests can remember an age when plants, not mortals or beasts, dominated the land. These ancient beings are known as Primeval Growths, the power limited only by the roots that hold them in place.&amp;lt;br&amp;gt;&lt;br /&gt;
Able to channel elder nature magic, these ancient beings lend their power to mortals who have the ability to move about the world, and can work to enact their primal will.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Primeval Growth Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasping Vines|Grasping Vines]] || 1st || You get Thorn Whip and when you deal Damage or [[Conditions#Restrained|Restrain]] with [[Cantrips#Thorn Whip|Thorn Whip]] or a Spell from your Expanded Spell List you can deal extra Damage and get that much Temporary Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Primeval Resistance|Primeval Resistance]] || 6th || You&#039;re AC can&#039;t be less than 16 and you target two creatures with [[Cantrips#Thorn Whip|Thorn Whip]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Arboreal Guardian|Arboreal Guardian]] || 10th || You get Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage and can use photosynthesis&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Wrath of the Wilds|Wrath of the Wilds]] || 14th || You can [[Conditions#Restrained|Restrain]] nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Primeval Manifestation|Primeval Manifestation]] || 18th || You don&#039;t care about mundane Difficult Terrain, get Resistance to Poison Damage, and deal Damage to [[Conditions#Restrained|Restrained]] creatures&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Earth Tremor, Ensnaring Strike, Entangle, Find Familiar, Goodberry, Ray of Sickness, Snare, Hail of Thorns&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Acid Arrow, Animal Messenger, Ashen Memory, Barkskin, Beanstalk, Beast Sense, Earthen Grasp, Find Steed, Locate Animals or Plants, Protection From Poison, Spike Growth, Web, Wither and Bloom&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Acid Cloud, Ashen Path, Elemental Weapon, Erupting Earth, Life Transference, Plant Growth&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Faithful Hound, Grasping Vine, Glistening Acid Slick, Grasping Vine, Guardian of Nature, Nature&#039;s Balance, Stockade Sprouts, Stone Shape, Stoneskin, Storm Sphere Vitriolic Sphere,&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Cone of Cold, Contagion, Sinking Maw, Sun Flower, Tree Stride, Wrath of Nature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasping Vines ====&lt;br /&gt;
&#039;&#039;1st Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your pact with the Primeval Growth you are imbued with a seed of natural magic. You learn the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip as a Warlock Spell that doesn&#039;t count against your number of Cantrips Known. When you hit a creature with the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip, or when you Damage or [[Conditions#Restrained|Restrain]] a creature with one of the Spells from your Expanded Spell List feature, you can use a Bonus Action to drain the life force from one target of the Spell. When you do so, the creature takes Necrotic Damage equal to your Warlock Level, and you immediately gain Temporary Hit Points equal to your Warlock Level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Bonus action a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primeval Resistance ====&lt;br /&gt;
&#039;&#039;6th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic of the Primeval Growth has begun to change your body. Your skin becomes rough and treelike, and your Armor Class cannot be less than 16. In addition, when you cast the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip, you can target up to two creatures that are within the Range of the Spell&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arboreal Guardian ====&lt;br /&gt;
&#039;&#039;10th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your bark-like skin grants you Resistance to all non-magical Bludgeoning, Piercing, and Slashing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you no longer require food or drink, if you spend at least one hour in sunlight each day.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wrath of the Wilds ====&lt;br /&gt;
&#039;&#039;14th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use an Action to lash out with grasping roots at a number of creatures within 30ft, equal to your Proficiency Bonus. Each creature you chose must make a Strength Saving Throw, or be [[Conditions#Restrained|Restrained]] for 1 minute. As an Action, creatures [[Conditions#Restrained|Restrained]] in this way can make a Strength (Athletics) Check against your Spell Save DC, escaping from the primeval growth on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primeval Manifestation ====&lt;br /&gt;
&#039;&#039;18th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the Primeval Growth has fully manifested in you, you gain the following benefits:&lt;br /&gt;
*You are unaffected by non-magical Difficult Terrain.&lt;br /&gt;
*You gain Resistance to Poison Damage.&lt;br /&gt;
*Creatures [[Conditions#Restrained|Restrained]] by you take Poison Damage and Piercing Damage equal to your Proficiency Bonus at the start of each of your turns.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Titan ==&lt;br /&gt;
Powerful giants bound together by elemental magic, hulking elementals that would become the landscape itself, and legendary Titans, like the Tarrasque, that still slumber beneath the earth. In remote places of the material plane these ancient beings sleep, their power dormant, waiting for an opportunity to remind the world of their existence.&amp;lt;br&amp;gt;&lt;br /&gt;
Why were you chosen by a Titan? Are they trapped, and need someone to carry out their will in the world, or do you draw your power from an ancient slumbering giant?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Titan Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elder Soul|Elder Soul]] || 1st || You get more health, and learn the [[Languages|Language]] of, and are better at interacting with either Giants or Elementals&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Colossal Form|Colossal Form]] || 1st || You increase your Size and add your Charisma Modifier to your Strength Ability Checks, Saving Throws, and Damage Rolls&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Titanic Endurance|Titanic Endurance]] || 6th || You can reduce Damage you take&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Stalwart Brood|Stalwart Brood]] || 10th || You add your Charisma Modifier to your Strength and Constitution Checks and Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Legendary Behemoth|Legendary Behemoth]] || 14th || You grow two Sizes and deal more Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Retributive Behemoth|Retributive Behemoth]] || 18th || You can hurt and knock [[Conditions#Prone|Prone]] foes that hurt you&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Absorb Elements, Catapult, Chaos Bolt, Chromatic Orb, Earth Tremor&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Barkskin, Dragon&#039;s Breath, Dust Devil, Earthbind, Earthen Grasp, Enlarge/Reduce (Enlarge Only), Flame Blade, Flaming Sphere, Heat Metal, Spike Growth&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Bolstering Brew, Elemental Weapon, Erupting Earth, Meld Into Stone, Minute Meteors, Protection From Energy, Quakewalk, Roaming Pit, Sand Cloak, Wall of Sand&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Destructive Resonance, Frost Armor, Polymorph, Staggering Smite, Steam Strike, Stockade Sprouts, Stoneskin, Stone Shape, Storm Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Create Golem, Destructive Wave, Reincarnate, Sinking Maw, Sonic Boom, Steel Wind Strike, Telekinesis, Transmute Rock, Wall of Stone&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elder Soul ====&lt;br /&gt;
&#039;&#039;1st Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Titanic patron greatly enhances your durability. Your Hit Point Maximum increases by 1, and it increases by 1 again whenever you gain a Level in this class. You also learn to speak, read, and write [[Languages|Elemental]] or [[Languages|Giant]] (your choice) Whenever you make a Charisma check when interacting with Elementals (if you chose Elemental) or Giants (if you chose Giant) your Proficiency Bonus is doubled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Colossal Form ====&lt;br /&gt;
&#039;&#039;1st Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel your patron&#039;s power to grow in size. As a Bonus Action on your turn, you can transform into your Colossal Form, increasing your Size Category by one. While in your Colossal Form, you gain a bonus to the following rolls equal to your Charisma Modifier:&lt;br /&gt;
*All Strength Ability Checks and Strength Saving Throws.&lt;br /&gt;
*All Damage rolls for Strength Melee Weapon Attacks.&lt;br /&gt;
Your Colossal Form lasts for 1 minute, and only ends early if you are [[Conditions#Incapacitated|Incapacitated]] or you choose to end it as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Titanic Endurance ====&lt;br /&gt;
&#039;&#039;6th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the resilience of your patron to reduce incoming Damage. You have a pool of d8s that you spend to fuel this Damage reduction. The number of dice in the pool is equal to 1 + your Warlock Level. As a Reaction, when you take Damage, you can expend a number of dice from this pool, reducing the Damage you took by an amount equal to the combined dice rolls + your Charisma Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain all expended dice at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stalwart Brood ====&lt;br /&gt;
&#039;&#039;10th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your gargantuan patron has deepened. You add your Charisma Modifier to your Strength and Constitution Checks and Saving Throws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legendary Behemoth ====&lt;br /&gt;
&#039;&#039;14th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered the magic of the Titans, and can wield their power with ease. When you adopt your Colossal Form from your Colossal Form feature, you can choose to grow by two Size Categories instead. When you hit a creature with a Weapon Attack while transformed, you can roll one of the Weapon&#039;s Damage dice an additional time, adding the result to the Damage of the Attack. In addition, once you adopt your Colossal Form, it lasts until you are [[Conditions#Incapacitated|Incapacitated]] or end it as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Retributive Behemoth ====&lt;br /&gt;
&#039;&#039;18th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature within 10ft of you deals Damage to you, you can use your Reaction to deal 2d6 Magical Bludgeoning Damage to that creature and knock it [[Conditions#Prone|Prone]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Unblinking ==&lt;br /&gt;
You have entered the service of one of the great and paranoid tyrants known only as Beholders. Their origins are unknown, but their presence is felt in nearly every major city and keep where mortals dwell. Preferring to have others do their dirty work, Beholders are known for employing vast networks of mortals to carry out their paranoid and tyrannical will.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Unblinking Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Unblinking Eye|Unblinking Eye]] || 1st || You get an Unblinking Eye on your forehead, Proficiency in Perception, and add your Charisma Modifier to Perception&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Ocular Ray|Ocular Ray]] || 1st || You can use your Unblinking Eye to cast Spells that make Attack Rolls better&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Unsleeping Awareness|Unsleeping Awareness]] || 6th || You can&#039;t be Surprised and deal more Damage with Spells you cast with your Unblinking Eye&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Prescient Eye|Prescient Eye]] || 10th || You can enter a state where you&#039;re better at Initiative and can add to your AC&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eye Tyrant|Eye Tyrant]] || 14th || You get an anti magic cone from your Unblinking Eye&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#All Seeing Eye|All Seeing Eye]] || 18th || You get Truesight in your ani magic cone and you&#039;re Spells cast with your Unblinking Eye are more powerful&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Chaos Bolt, Chromatic Orb, Guiding Bolt, Ice Knife, Inflict Wounds, Ray of Sickness, Witch Bolt&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Acid Arrow, Draconic Scorcher, Invisibility, Levitate, Ray of Enfeeblement, Scoring Ray, Spiritual Weapon, &lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Blink, Flame Armor, Minute Meteors&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Divination, Holy Glare, Steam Strike, Vitriolic Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Dominate Person, Sun Flower, Telekinesis, Telepathic Bond,&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unblinking Eye ====&lt;br /&gt;
&#039;&#039;1st Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Patron magiaclly implants you with an additional Unblinking Eye, reminiscent of theirs, in the center of your forehead. You gain Proficiency in Perception, and you add your Charisma Modifier to your Wisdom (Perception) Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ocular Ray ====&lt;br /&gt;
&#039;&#039;1st Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Unblinking Eye from your Unblinking Eye feature as a Spellcasting Focus for any Spell that requires an Attack Roll.&amp;lt;br&amp;gt;&lt;br /&gt;
When using your Unblinking Eye as a Spellcasting Focus, you do not need to have a free hand and you can ignore the Somatic Components for your Spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unsleeping Awareness ====&lt;br /&gt;
&#039;&#039;6th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic of your otherworldly Unblinking Eye from your Unblinking Eye feature has grown. You cannot be Surprised, even if you are sleeping, as your Unblinking Eye remains ever alert.&amp;lt;br&amp;gt;&lt;br /&gt;
Moreover, when you cast a Spell using your Unblinking Eye as the Spellcasting Focus, you can add your Charisma Modifier to one Damage Roll of that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prescient Sight ====&lt;br /&gt;
&#039;&#039;10th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the eldritch power of your Patron to glimpse the near future. You can use an Action to enter a heightened state of prescience for 10 minutes. You must Concentrate on this effect. While in this state you gain the following benefits:&lt;br /&gt;
*You add your Charisma Modifier to your Initiative Rolls.&lt;br /&gt;
*Creatures you can see cannot Attack you with Advantage.&lt;br /&gt;
*When you are hit by an Attack, you can use your Reaction to add a 1d4 bonus to your AC against that Attack.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eye Tyrant ====&lt;br /&gt;
&#039;&#039;14th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have unlocked the true power of your Patron. You can use an Action to have your Unblinking Eye from your Unblinking Eye feature emanates an antimagic zone in a 30ft Emanated Cone. The area of this Emanated Cone replicates the effects of the [[Level 8#Antimagic Field|Antimagic Field]] Spell non-magically.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each of your turns, you decide which direction your cone of antimagic faces until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Unblinking Eye emanates this cone for 1 minute. The effect ends early if you are [[Conditions#Incapacitated|Incapacitated]] or you choose to end the effect at the beginning of your turn as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== All Seeing Eye ====&lt;br /&gt;
&#039;&#039;18th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Truesight in the anti magic zone created by your Eye Tyrant feature, and Spells you cast using your Unblinking Eye as your Spellcasting Focus are cast at one Level higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Undead ==&lt;br /&gt;
You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Undead Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Form of Dread|Form of Dread]] || 1st || You can become scary to get Temporary Hit Points, [[Conditions#Frightened|Frighten]] creatures, and become Immune to being [[Conditions#Frightened|Frightened]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grave Touched|Grave Touched]] || 6th || You don&#039;t need air or sustenance, you can change your Damage to Necrotic Damage, and while in your Form of Dread you deal extra Necrotic Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Necrotic Husk|Necrotic Husk]] || 10th || You get Immunity to Necrotic Damage while in your Form of Dread and when you would die you can choose not to and deal Damage to nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Spirit Projection|Spirit Projection]] || 14th || You can split your body and your spirit getting a ton of buffs&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Unshackled Form|Unshackled Form]] || 18th || You&#039;re always in your spirit form from Spirit Projection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Bane, Dissonant Whispers, False Life, Ray of Sickness&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Blindness/Deafness, Phantasmal Force, Wither and Bloom&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Feign Death, Phantom Steed, Speak with the Dead, Spirit Guardians, Spirit Shroud&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Death Ward, Greater Invisibility, Vitriolic Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Antilife Shell, Cloudkill, Contagion, Insect Plague&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Form of Dread ====&lt;br /&gt;
&#039;&#039;1st Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You manifest an aspect of your patron’s dreadful power. As a Bonus Action, you transform into your Form of Dread for 1 minute. You gain the following benefits while transformed:&lt;br /&gt;
*You gain Temporary Hit Points equal to 1d10 + your Warlock Level that last until your Form of Dread ends.&lt;br /&gt;
*Once during each of your turns, when you hit a creature with an Attack Roll, you can force it to make a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Frightened|Frightened]] of you until the end of your next turn.&lt;br /&gt;
*You are Immune to the [[Conditions#Frightened|Frightened]] Condition.&lt;br /&gt;
You can transform a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grave Touched ====&lt;br /&gt;
&#039;&#039;6th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, once during each of your turns, when you hit a creature with an Attack, you can replace the Damage Type that you deal with Necrotic Damage. While you are in your Form of Dread form your Form of Dread feature, you can roll one additional Damage Die when determining the Necrotic Damage the target takes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Necrotic Husk ====&lt;br /&gt;
&#039;&#039;10th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to undeath and necrotic energy now saturates your body. You have resistance to Necrotic Damage. If you are in your Form of Dread from your Form of Dread feature, you instead become Immune to Necrotic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, when you would be reduced to 0 Hit Points, you can use your Reaction to drop to 1 Hit Point instead and cause your body to erupt with deathly energy. Each creature of your choice within 30ft of you takes Necrotic Damage equal to 2d10 + your Warlock Level. Once you use this Reaction, you can’t use it again until you finish 1d4 Long Rests.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit Projection ====&lt;br /&gt;
&#039;&#039;14th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your spirit can become untethered from your physical form. As an Action, you can project your Spirit from your body. The body you leave behind is [[Conditions#Unconscious|Unconscious]] and in a state of suspended animation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any Damage or other effects that apply to your Spirit or physical body affects the other. Your Spirit can remain outside your body for up to 1 hour or until your concentration on the effect. When your projection ends, your Spirit returns to your body or your body magically teleports to your Spirit’s space (your choice). While projecting your Spirit, you gain the following benefits:&lt;br /&gt;
*Your Spirit and body gain Resistance to Bludgeoning, Piercing, and Slashing Damage.&lt;br /&gt;
*When you cast a [[Conjuration]] or [[Necromancy]] Spell, the Spell doesn’t require Verbal or Somatic Components, or Material Components that lack a GP cost or are consumed.&lt;br /&gt;
*You have a Flying Speed equal to your Walking Speed and can hover. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force Damage if you end your turn inside a creature or an object.&lt;br /&gt;
*While you are in your Form of Dread from your Form Of Dread feature, once during each of your turns when you deal Necrotic Damage to a creature, you regain Hit Points equal to half the amount of Necrotic Damage dealt.&lt;br /&gt;
Once you use this feature, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unshackled Form ====&lt;br /&gt;
&#039;&#039;18th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have become unshackled from you physical body. You are permanently in your Spirit form from your Spirit Projection feature. You body is destroyed, but you keep all your possessions in your Spirit form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Wild Hunt ==&lt;br /&gt;
The Wild Hunt is a strange phenomenon that takes hold of mortals, driving them to hunt whatever poor creature they perceive to be their prey. The source of this phenomenon is unclear, but legends tell of raiding parties from the Fey Forest that draw wayward mortals into their hunt, or of individuals cursed by sinister druidic magic during the full moon.&amp;lt;br&amp;gt;&lt;br /&gt;
While its exact origins are unclear, mortals who are bound to this force by a pact start to take on strange and unusual characteristics of the Fey Forest; sprouting antlers and their ears growing pointed. As their appearance changes, they slowly lose who they are, becoming one with the Wild Hunt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wild Hunt Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hunter&#039;s Quarry|Hunter&#039;s Quarry]] || 1st || You get the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell and can cast it when you Attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Wild Warrior|Wild Warrior]] || 1st || You get Proficiency with Survival, [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Extra Attack|Extra Attack]] || 6th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Spirit of the Hunt|Spirit of the Hunt]] || 6th || You can summon a spirit to slow your foes&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Predatory Resolve|Predatory Resolve]] || 10th || When a creature you mark with Hunter&#039;s Mark attacks you, you can add to your AC, you can use your Spirit of the Hunt to protect yourself from Damage, and Hunter&#039;s Mark doesn&#039;t use Concentration for you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Brand of the Hunt|Brand of the Hunt]] || 14th || When you mark a creature with Hunter&#039;s Mark you can improve it, being much better at hunting that creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Lead the Hunt|Lead the Hunt]] || 18th || You can give allies the benefits of Hunter&#039;s Mark&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Animal Friendship, Beast Bond, Compelled Duel, Earth Tremor, Entangle, Find Familiar, Goodberry, Guiding Bolt, Hail of Thorns, Snare, Zephyr Strike&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Animal Messenger, Ashen Memory, Barkskin, Beanstalk, Beast Sense, Branding Smite, Find Steed, Flame Blade, Heat Metal, Kinetic Jaunt, Locate Animals or Plants, Locate Object, Magic Weapon, Spike Growth, Web, Wither and Bloom&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Allegro, Anticipate Thought, Ashen Path, Battle Trance, Conjure Barrage, Elemental Weapon, Flame Arrows, Haste, Plant Growth, Roaming Pit, Stinking Cloud&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Divination, Dominate Beast, Faithful Hound, Find Greater Steed, Glistening Acid Slick, Grasping Vine, Guardian of Nature, Locate Creature, Nature&#039;s Balance, Stockade Sprouts, Vitriolic Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Awaken, Commune With Nature, Conjure Volley, Contagion, Dominate Person, Reincarnate, Shining Armor, Sinking Maw, Steel Wind Strike, Sun Flower, Tree Stride, Wrath of Nature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter’s Quarry ====&lt;br /&gt;
&#039;&#039;1st Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can mark a creature as a quarry of the Wild Hunt. You learn the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell. It counts as a Warlock Spell for you, and it doesn&#039;t count against your Spells Known. When you hit a creature with a Weapon Attack, you can cast the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell as a Bonus Action, targeting that creature, as a Warlock Spell without expending a Spell Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Warrior ====&lt;br /&gt;
&#039;&#039;1st Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The dark magic of the Wild Hunt imbues you with the skills of an expert hunter. You gain Proficiency in Survival, [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;6th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit of the Hunt ====&lt;br /&gt;
&#039;&#039;6th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use an Bonus Action to summon a Wild Spirit to join you in the hunt. As part of the Bonus Action you use to summon the Wild Spirit, and as a Bonus Action on subsequent turns for 1 minute, you can command the Wild Spirit to harry a creature within 60ft, reducing the it&#039;s Speed by a number of feet equal to 5 x your Charisma Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Predatory Resolve ====&lt;br /&gt;
&#039;&#039;10th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The wild fervor of the Wild Hunt heightens your instincts. You gain the following benefits:&lt;br /&gt;
*When a creature marked by the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell hits you with an Attack, you can use your Reaction to grant yourself a bonus to your AC equal to your Charisma Modifier against that attack.&lt;br /&gt;
*While you have a Wild Spirit from your Wild Spirit feature summoned and you are hit by an Attack, you can use your Reaction to have the Wild Spirit take the Damage of the Attack and immediately disappear.&lt;br /&gt;
*The [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell no longer requires Concentration for you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brand of the Hunt ====&lt;br /&gt;
&#039;&#039;14th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you mark a creature with the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell, you can choose to brand that creature, marking it as prey for the endless hunt. You gain the following benefits:&lt;br /&gt;
*The duration of that [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell is now Until Dispelled&lt;br /&gt;
*The branded creature manifests some form of physical marking on its forehead or similar body part.&lt;br /&gt;
*While moving towards the branded creature, you can move 2ft for every foot of Speed spent.&lt;br /&gt;
*You always know the exact location of the branded creature as long as it is on the same plane of existence as you.&lt;br /&gt;
*You cannot have Disadvantage when Attacking the branded creature.&lt;br /&gt;
*You ignore 1/2 Cover and 3/4 Cover when Attacking the branded creature.&lt;br /&gt;
You can brand a creature in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lead the Hunt ====&lt;br /&gt;
&#039;&#039;18th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can call on your allies to join you in the Wild Hunt. When you mark a creature with the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell, you can extend the benefits of that casting of the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell to any number of willing creatures of your choice within 30ft of you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
[[Nowhere]], the Tiefling, Fiend Warlock&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Warlock&amp;diff=3193</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Warlock&amp;diff=3193"/>
		<updated>2022-12-30T21:30:07Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Expanded Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Warlock =&lt;br /&gt;
With a pseudodragon curled on his shoulder, a young centaur in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.&amp;lt;br&amp;gt;&lt;br /&gt;
As flames spring to life in her hands, a wizened Kethie whispers the secret name of her demonic patron, infusing her spell with fiendish magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed gnoll chants the mystic ritual that will open a doorway to a distant world.&amp;lt;br&amp;gt;&lt;br /&gt;
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.&amp;lt;br&amp;gt;&lt;br /&gt;
A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron&#039;s behalf.&amp;lt;br&amp;gt;&lt;br /&gt;
The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.&amp;lt;br&amp;gt;&lt;br /&gt;
Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Invocations Known !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Warlock#Otherworldly Pact|Otherworldly Pact]], [[Warlock#Pact Magic|Pact Magic]], [[Warlock#Draw on Power|Draw on Power]] || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Warlock#Eldritch Invocations|Eldritch Invocations]] || 2 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Warlock#Pact Boon|Pact Boon]] || 2 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 3 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || - || 3 || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 4 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || - || 4 || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 5 || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || - || 5 || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 6 || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || [[Warlock#Mystic Arcanum (6th Level)|Mystic Arcanum (6th Level)]] || 6 || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 7 || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || [[Warlock#Mystic Arcanum (7th Level)|Mystic Arcanum (7th Level)]] || 7 || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 8 || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || [[Warlock#Mystic Arcanum (8th Level)|Mystic Arcanum (8th Level)]] || 8 || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 9 || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || [[Warlock#Mystic Arcanum (9th Level)|Mystic Arcanum (9th Level)]] || 9 || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 10 || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 10 || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Warlock#Eldritch Master|Eldritch Master]] || 11 || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d8 per Warlock Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 8 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d8 (or 5) + your Constitution Modifier per Warlock Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Wisdom and Charisma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; Two [[Armor and Weapons#Simple Weapons|Simple Weapons]], an [[Armor and Weapons#Spellcasting Focuses|Arcane Focus]], an [[Equipment Packs|Equipment Pack]], [[Armor and Weapons#Light Armor|Leather Armor]], and two [[Armor and Weapons#Simple Melee Weapons|Daggers]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Warlock Features Summarized&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Otherworldly Patron|Otherworldly Patron]] || 1st || You choose your subclass, and gain features at 1st, 6th, 10th, 14th, and 18th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Pact Magic|Pact Magic]] || 1st || You gain Pact Spellcasting that uses Charisma and Learning Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Draw on Power|Draw on Power]] || 1st || You can regain all your expended Pact Slots&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eldritch Invocations|Eldritch Invocations]] || 2nd || You gain a couple of a variety of benefits that transmute and increase your power in a variety of ways&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Pact Boon|Pact Boon]] || 3rd || You get a powerful tool from your Patron that enhances your power in a variety of ways&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (6th Level)|Mystic Arcanum (6th Level)]] || 11th || You get a 6th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (7th Level)|Mystic Arcanum (7th Level)]] || 13th || You get a 7th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (8th Level)|Mystic Arcanum (8th Level)]] || 15th || You get a 8th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mystic Arcanum (9th Level)|Mystic Arcanum (9th Level)]] || 17th || You get a 9th Level Spell once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eldritch Master|Eldritch Master]] || 20th || You get unlimited uses of Draw on Power but can use it quickly a limited number of times&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Otherworldly Pact ====&lt;br /&gt;
&#039;&#039;1st, 6th, 10th, 14th, 18th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the Otherworldly Pacts in the table below that represents the being with whom you&#039;ve struck a pact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Otherworldly Pacts&lt;br /&gt;
|-&lt;br /&gt;
! Otherworldly Pact !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Archfey|The Archfey]] || 1 || You use fey magic to Charm and Frighten creatures, manipulating your foes’ emotions to shape them to your will.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Banshee|The Banshee]] || 2 || You embody the deathly qualities of your patron, harrying foes with your mournful wail while becoming incorporeal as a banshee.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Celestial|The Celestial]] || 2 || You embody divine powers to heal your allies and blind your foes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Coven|The Coven]] || 4 || You use strange magic to empower your allies and ward yourself as you form your own Coven.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Elder Sphinx|The Elder Sphinx]] || 3 || You gain power of time and divination magic to ward your allies and hinder the foes around you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Fathomless|The Fathomless]] || 3 || You command the seas and tentacles of the deep to grasp your foes and gain power over the waters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Fiend|The Fiend]] || 1 || You use the forces of fire and fury to drive your foes to their doom and gain a fiendish resilience to their futile attempts to harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Genie|The Genie]] || 3 || You take on the power of a type of genie, gaining a vessel that you use as a catalyst for your elemental power.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Great Old One|The Great Old One]] || 2 || You use the incomprehensible to gain power over the minds of others to communicate with your allies and psychically rebuke and control your foes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Great Wyrm|The Great Wyrm]] || 2 || You take the elemental power of dragons and their command of the skies to destroy your foes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Hexblade|The Hexblade]] || 2 || You use blades you have bonded to in order to mark your foes for death who you mercilessly hunt down.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Primeval Growth|The Primeval Growth]] || 3 || You use the power of nature to restrict your foes and drain their life as you gain a bark like skin that helps you resist attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Titan|The Titan]] || 2 || You grow in size and resilience as your strength increases.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Unblinking|The Unblinking]] || 3 || You gain otherworldly sight as a large unblinking eye grows on your forehead which improves your ray spells and nullifies magic.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Undead|The Undead]] || 3 || You take on the horrifying visage of death and project your spirit to terrify your foes and gain ghostly resilience.&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#The Wild Hunt|The Wild Hunt]] || 2 || You become a part of the Wild Hunt, the very instinct of carnivorous predators to hunt down their prey.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pact Magic ====&lt;br /&gt;
&#039;&#039;1st Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Spells are different from other Spellcasters. You do not gain the standard Spell Slots that other casters get and your Levels in this class do not contribute to your Spellcasting Spell Slots. Instead, you gain Pact Magic, the amount of Spell Slots you have is indicated in the Pact Magic table. Additionally, all of your Pact Magic Spell Slots are of the highest Level Spell Slot you have access to, also indicated in the Pact Magic table.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Charisma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Charisma Modifier + Your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Charisma Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; An Arcane Focus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; You learn one new Spell every Level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ [[Warlock Spells|Warlock Spell List]]&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! Spells Known !! Spell Slots !! Spell Level&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2 || 2 || 1 || 1st&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 2 || 3 || 2 || 1st&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 2 || 4 || 2 || 2nd&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 3 || 5 || 2 || 2nd&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 3 || 6 || 2 || 3rd&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 3 || 7 || 2 || 3rd&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 3 || 8 || 2 || 4th&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 3 || 9 || 2 || 4th&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 3 || 10 || 2 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 4 || 11 || 2 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 4 || 12 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 4 || 13 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 4 || 14 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 4 || 15 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 4 || 16 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 4 || 17 || 3 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 4 || 18 || 4 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 4 || 19 || 4 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 4 || 20 || 4 || 5th&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 4 || 21 || 5 || 5th&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Draw on Power ====&lt;br /&gt;
&#039;&#039;1st Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can call on your patron to uphold their bargain as an Action. When you do so, you regain all expended Pact Slots. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Invocations ====&lt;br /&gt;
&#039;&#039;2nd Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain two Eldritch Invocations of your choice. The [[Warlock#Eldritch Invocation Options|Eldritch Invocation Options]] are detailed at the end of the class description. When you gain certain Levels in this class,  you gain additional Invocations of your choice, as shown in the Invocations Known column of the Warlock table.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pact Boon ====&lt;br /&gt;
&#039;&#039;3rd Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Blade.&#039;&#039;&#039; You can use your Bonus Action to create a Pact Weapon in your empty hand. You can choose the form that this [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] takes each time you create it. You are Proficient with it while you wield it. This [[Armor and Weapons#Weapons|Weapon]] is as a magical [[Armor and Weapons#Weapons|Weapon]].&lt;br /&gt;
:Your Pact Weapon disappears if it is more than 5ft away from you for 1 minute or more. It also disappears if you use summon another Pact Weapon, if you dismiss the Weapon as a Free Action, or if you die.&lt;br /&gt;
:You can transform one magic Weapon into your Pact Weapon by performing a special ritual while you hold the Weapon. You perform the ritual over the course of 1 hour, which can be done during a Short or Long Rest. You can then dismiss the Weapon, shunting it into an extradimensional space. Whenever you summon a Pact Weapon you can also summon a magic Weapon you have bonded to instead of another Weapon. You can’t bond to an Artifact or a sentient Weapon in this way. The Weapon ceases being your Pact Weapon if you die, if you perform the 1-hour ritual on a different Weapon, or if you use a 1-hour ritual to break your bond to it. The Weapon appears at your feet if it is in the extradimensional space when the bond breaks.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Chain.&#039;&#039;&#039; You learn the [[Level 1#Find Familiar|Find Familiar]] Spell as a Warlock Spell and can cast it as a Ritual. The spell doesn’t count against your number of Spells Known.&lt;br /&gt;
:When you cast the Spell, you can choose one of the normal forms for your Familiar or one of the following special forms: Gazer, Geonid, Imp, Inkling Mascot, Pseudodragon, Quasit, Sprite, or Will-o-Wisp.&lt;br /&gt;
:Additionally, when you take the Attack Action, you can forgo one of your own Attacks to allow your familiar to make one attack with its Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Eye.&#039;&#039;&#039; Your patron grants you enhanced magical sight, for a price. Upon choosing this pact, one or more of your eyes are each replaced with a magical Pact Eye that reflects the nature of your patron.&lt;br /&gt;
:Your Pact Eye grants you Proficiency in Perception. You can also draw on the powers of your Pact Eye as a Bonus Action while inspecting or searching for a creature or object. That creature or object is magically revealed to you. You learn its location (if you don’t know it already), and see it as if you had Truesight.&lt;br /&gt;
:You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Flesh.&#039;&#039;&#039; Your patron twists your body to reflect their physical form. While you are not wearing [[Armor and Weapons#Armor|Armor]] or wielding a [[Armor and Weapons #Shields|Shield]], your AC is equal to 10 + your Dexterity Modifier + your Charisma Modifier, and your Speed increases by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Hourglass.&#039;&#039;&#039; Your patron has gifted you a mystical timekeeping device. This Pact Hourglass takes the form of any timekeeping device you choose, and it can be used as a Warlock Spellcasting Focus. While holding it, you always know the exact current time.&lt;br /&gt;
:At the start of each round while your Pact Hourglass is on your person, you can choose one creature under the effects of one of your Spells. You can increase or decrease the Initiative Score of that creature by an amount equal to your Charisma Modifier.&lt;br /&gt;
:If you lose your Pact Hourglass, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Hourglass. The Pact Hourglass turns to sand when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Shroud.&#039;&#039;&#039; Your patron has gifted you a mystical cloak to shield you from harm. As an Action you can summon a Pact Shroud to cloak your body. It takes the form of a robe or cloak of your choice each time you summon it. While you are wearing your Pact Shroud, you gain Proficiency in Stealth.&lt;br /&gt;
:While you are Concentrating on an effect, you can take the Hide Action as Bonus Action, even if you are being directly observed, and you can do so and make a Charisma (Stealth) Check instead of a Dexterity (Stealth) Check.&lt;br /&gt;
:Your Pact Shroud disappears if it is more than 5ft away from you for 1 minute, if you summon it again, if you dismiss it as a Free Action, or if you die.&lt;br /&gt;
:You can transform a magic robe or cloak of your choice into your Pact Shroud by performing a special ritual over the course of a Short or Long Rest. Once complete, you can shunt it to an extradimensional space, or summon it back, as an Action. You cannot bond to artifacts or sentient clothing in this way, and you can only have one Pact Shroud bound at a time.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Strings.&#039;&#039;&#039; Your patron gives you a Pact Instrument to deliver your Spells. This Pact Instrument takes the form of any [[Adventuring Gear#Tools|Musical Instrument]] you choose. While you hold the Pact Instrument, you can use an Action to transform it into another kind of musical instrument. You are considered Proficient with your Pact Instrument and can use it as a Warlock Spellcasting Focus.&lt;br /&gt;
:When you cast a Spell using your Pact Instrument, you can target a creature you cannot see if it can hear you play the instrument. You do not need to guess the creature’s space to target it in this way, and the creature gains no benefit from Cover or from being Hidden to you. If the creature cannot hear you play the instrument or is out of Range of the Spell, the Spell fails.&lt;br /&gt;
:If you lose your Pact Instrument, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Instrument. The Pact Hourglass turns to ash when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Talisman.&#039;&#039;&#039; Your patron gives you an amulet, a Talisman that can aid the wearer when the need is great. When the wearer makes an Ability Check or Saving Throw, it adds a d4 to the roll.&lt;br /&gt;
:If you lose your Talisman, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Talisman. The Talisman turns to ash when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Tome.&#039;&#039;&#039; Your patron gives you a grimoire called a Book of Knowledge. Choose three [[Cantrips]] from any class’s Spell List (the three don’t need to be from the same Spell List). While the book is on your person, you can cast those Cantrips as if they were Warlock Spells. They don’t count against your number of Cantrips Known.&lt;br /&gt;
:If you lose your Book of Shadows, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Book of Shadows. The Book of Shadows turns to ash when you die.&lt;br /&gt;
*&#039;&#039;&#039;Pact of the Vessel.&#039;&#039;&#039; Your patron gives you a Pact Vessel for the creation of potions and poultices. This vessel takes the form of a chalice, a cauldron, or any other Tiny object of your choice that is capable of holding liquid. While the Pact Vessel is on your person, you gain the following benefits:&lt;br /&gt;
:*You can use the Pact Vessel as a Warlock Spellcasting Focus.&lt;br /&gt;
:* You can use the Pact Vessel as a [[Adventuring Gear#Alchemical Tools|Herbalism Kit]], a [[Adventuring Gear#Alchemical Tools|Poisoner&#039;s Kit]], and a set of [[Adventuring Gear#Alchemical Tools|Alchemist&#039;s Supplies]]. You have Proficiency and Expertise with these Tools when you your Pact Vessel acts as them.&lt;br /&gt;
:* You can use an Action to magically fill the Pact Vessel with 1 pint of a liquid of your choice. To create a liquid worth 1GP per pint or more, you must first expend material goods worth the price of the liquid by submerging them in the vessel, irreversibly transforming those materials into the desired liquid.&lt;br /&gt;
:If you lose your Pact Vessel, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Vessel. The Pact Vessel turns to ash when you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 12th, 16th, and 19th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Mystic Arcanum (6th Level) ====&lt;br /&gt;
&#039;&#039;11th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 6|6th Level Spell]] from any class&#039;s Spell List to serve as your 6th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mystic Arcanum (7th Level) ====&lt;br /&gt;
&#039;&#039;13th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 7|7th Level Spell]] Spell from any class&#039;s Spell List to serve as your 7th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Mystic Arcanum (8th Level) ====&lt;br /&gt;
&#039;&#039;15th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 8|8th Level Spell]] from any class&#039;s Spell List to serve as your 8th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Mystic Arcanum (9th Level) ====&lt;br /&gt;
&#039;&#039;17th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 9|9th Level Spell]] from any class&#039;s Spell List to serve as your 9th Level Arcanum Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Master ====&lt;br /&gt;
&#039;&#039;20th Level Warlock Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Power flows freely through you. You can use your Draw on Power feature an unlimited number of times. Additionally, you can use it as a Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Eldritch Invocation Options ===&lt;br /&gt;
&#039;&#039;Warlock Eldritch Invocation Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
To select an Eldritch Invocation, you must meet the requirements in the parentheses after the name of the Eldritch Invocation. If a Level is listed as a prerequisite, you must have that many Levels in this class.&lt;br /&gt;
*&#039;&#039;&#039;Armor of Shadows.&#039;&#039;&#039; You can cast the [[Level 1#Mage Armor|Mage Armor]] Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.&lt;br /&gt;
*&#039;&#039;&#039;Beast Speech.&#039;&#039;&#039; You can cast the [[Level 1#Speak With Animals|Speak With Animals]] Spell at will, without expending a spell slot.&lt;br /&gt;
*&#039;&#039;&#039;Beguiling Influence.&#039;&#039;&#039; You gain Proficiency in Deception and Persuasion.&lt;br /&gt;
*&#039;&#039;&#039;Devil’s Sight.&#039;&#039;&#039; You can see normally in magical and mundane Dim Light and Darkness, out to a Range of 120ft.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Mind.&#039;&#039;&#039; You have Advantage on Constitution Saving Throws that you make to maintain Concentration on an effect.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Sight.&#039;&#039;&#039; You can cast the [[Level 1#Detect Magic|Detect Magic]] Spell at will, without expending a Spell slot.&lt;br /&gt;
*&#039;&#039;&#039;Eyes of the Rune Keeper.&#039;&#039;&#039; You can understand and read all the writing that you can see.&lt;br /&gt;
*&#039;&#039;&#039;Fiendish Vigor.&#039;&#039;&#039; You can cast the [[Level 1#False Life|False Life]] Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.&lt;br /&gt;
*&#039;&#039;&#039;Gaze of Two Minds.&#039;&#039;&#039; You can use your Action to touch a willing Humanoid 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 use your Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are [[Conditions#Blinded|Blinded]] and [[Conditions#Deafened|Deafened]] to your own surroundings.&lt;br /&gt;
*&#039;&#039;&#039;Mask of Many Faces.&#039;&#039;&#039; You can cast the [[Level 1#Disguise Self|Disguise Self]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Misty Visions.&#039;&#039;&#039; You can cast the [[Level 1#Silent Image|Silent Image]] Spell at will, without expending a Spell Slot or Material Components.&lt;br /&gt;
*&#039;&#039;&#039;Thief of Five Fates.&#039;&#039;&#039; You can cast [[Level 1#Bane|Bane]] once as a Warlock Spell Slot. You can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Agonizing Blast ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you cast the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you add your Charisma Modifier to the Damage it deals on a hit.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Spear ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you cast the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, its Range is 300ft.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Blade ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; The [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip has its Range reduced to 5ft and deals 1d12 Force Damage for you. Any features that increase the Range of the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip do not affect it while you have this Eldritch Invocation selected.&lt;br /&gt;
*&#039;&#039;&#039;Grasping Blast ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you hit a creature with the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you can move that creature in a straight line 10ft closer to you.&lt;br /&gt;
*&#039;&#039;&#039;Lance of Lethargy ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; Once on each of your turns when you hit a creature with the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you can reduce that creature&#039;s Speed by 10ft until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Repelling Blast ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).&#039;&#039;&#039; When you hit a creature with the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you can move that creature in a straight line 10ft away from you.&lt;br /&gt;
*&#039;&#039;&#039;Improved Pact Weapon (Pact of the Blade feature).&#039;&#039;&#039; You can use any Weapon you summon with your Pact of the Blade feature as a Warlock Spellcasting Focus.&lt;br /&gt;
:In addition, the weapon gains a +1 bonus to its Attack and Damage Rolls.&lt;br /&gt;
:Finally, the Weapon you conjure can be a [[Armor and Weapons|Martial Ranged Weapons|Shortbow]], [[Armor and Weapons|Martial Ranged Weapons|Longbow]], [[Armor and Weapons|Simple Ranged Weapons|Light Crossbow]], or [[Armor and Weapons|Martial Ranged Weapons|Heavy Crossbow]].&lt;br /&gt;
*&#039;&#039;&#039;Scrying Pool (Pact of the Cauldron Pact Boon).&#039;&#039;&#039; You can cast the [[Level 2#Augury|Augury]] Spell without expending a Spell Slot or Material Components by staring into your Cauldron for 1 minute. You can cast the [[Level 2#Augury|Augury]] Spell once in this way per Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Gift of the Ever-Living Ones (Pact of the Chain Pact Boon).&#039;&#039;&#039; Whenever you regain Hit Points while your Familiar is within 100ft of you, use the maximum result for any dice rolled to determine those Hit Points.&lt;br /&gt;
*&#039;&#039;&#039;Investment of the Chain Master (Pact of the Chain Pact Boon).&#039;&#039;&#039; When you cast the [[Level 1#Find Familiar|Find Familiar]] Spell with your Pact of the Chain Pact Boon, you infuse the Familiar summoned with a measure of your eldritch power, granting the creature the following benefits:&lt;br /&gt;
:*The Familiar gains either a 40ft Flying or Swimming Speed (your choice).&lt;br /&gt;
:*As a Bonus Action, you can command the Familiar to take the Attack Action on its turn.&lt;br /&gt;
:*The Familiar’s Weapon Attacks are considered magical for the purpose of overcoming Immunity and Resistance to non-magical Attacks.&lt;br /&gt;
:*If the familiar forces a creature to make a Saving Throw, it uses your Spell Save DC if that is higher than the normal DC.&lt;br /&gt;
:*When the Familiar takes Damage, you can use your Reaction to grant it Resistance against that Damage.&lt;br /&gt;
*&#039;&#039;&#039;Voice of the Chain Master (Pact of the Chain Pact Boon).&#039;&#039;&#039; You can communicate telepathically with your Familiar and perceive through your Familiar&#039;s senses as a Free Action long as you are on the same plane of existence. Additionally, while perceiving through your Familiar&#039;s senses, you can also speak through your Familiar in your own voice, even if your Familiar is normally incapable of speech.&lt;br /&gt;
*&#039;&#039;&#039;Strange Brew (Pact of the Chalice Pact Boon).&#039;&#039;&#039; At the end of a Long Rest, you can create one of the following substances in your Pact Chalice: a Potion of Healing, a vial of Alchemist&#039;s Fire, a vial of Acid, or a vial of Holy Water. The liquid retains its potency until the end of your next Long Rest, at which point it becomes inert and unusable.&lt;br /&gt;
*&#039;&#039;&#039;Piercing Gaze (Pact of the Eye Pact Boon).&#039;&#039;&#039; Natural phenomena, such as Dim Light, fog, or rain, do not impose Disadvantage on Wisdom (Perception) Checks for you, and you have Advantage on any Wisdom (Perception) Checks you make that rely on your sense of sight.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Claws (Pact of the Flesh Pact Boon).&#039;&#039;&#039; As a Bonus Action, you can morph one or both of your hands into strange and savage, Eldritch Claws reminiscent of your patron&#039;s physical form. These Eldritch Claws are Simple Weapons that you are Proficient with, and deals 1d6 Slashing Damage on hit. If you have two free hands, they deal 1d8 Slashing Damage on a hit instead. &lt;br /&gt;
*&#039;&#039;&#039;Knowledge of Antiquity (Pact of the Hourglass Pact Boon).&#039;&#039;&#039; When you make an Intelligence (History) Check related to an event, in the place where that event took place, you see echos of the past and treat a roll of 7 or lower on the d20 as an 8.&lt;br /&gt;
*&#039;&#039;&#039;Protective Cowl (Pact of the Shroud Pact Boon).&#039;&#039;&#039; As a Reaction, when you take Damage while you are wearing your Pact Shroud, you can have your Pact Shroud to absorb some of the Damage. You gain Resistance to the Damage from that Attack, but your Pact Shroud disappears, and you must finish a Long Rest before you can summon it again.&lt;br /&gt;
*&#039;&#039;&#039;Harmonic Spellcasting (Pact of the Strings Pact Boon).&#039;&#039;&#039; When you use your Pact Instrument as a Warlock Spellcasting Focus for a Spell with a Verbal Component, the Spell Save DC for that spell is increased by 1.&lt;br /&gt;
*&#039;&#039;&#039;Rebuke of the Talisman (Pact of the Talisman Pact Boon).&#039;&#039;&#039; When the wearer of your Pact Talisman is hit by an Attacker you can see within 30ft of you, you can use your Reaction to deal Psychic Damage to the Attacker equal to your Proficiency Bonus and push it up to 10ft away from the Talisman’s wearer.&lt;br /&gt;
*&#039;&#039;&#039;Aspect of the Moon (Pact of the Tome Pact Boon).&#039;&#039;&#039; You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a Long Rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.&lt;br /&gt;
*&#039;&#039;&#039;Book of Ancient Secrets (Pact of the Tome Pact Boon).&#039;&#039;&#039; You can now inscribe magical Rituals in your Book of Shadows. Choose two [[Level 1|1st Level Spells]] that have the Ritual tag from any class’s Spell List (the two don’t need to be from the same Spell List). The Spells appear in the Book of Shadows and don’t count against your number of Warlock Spells Known. With your Book of Shadows in hand, you can cast the chosen Spells as Rituals. You can’t cast the Spells except as Rituals, unless you’ve learned them by some other means. You can also cast a Warlock Spell you know as a Ritual if it has the Ritual tag.&lt;br /&gt;
:On your adventures, you can add other Ritual Spells to your Book of Shadows. When you find such a Spell, you can add it to the book if the Spell’s Level is equal to or less than half your Warlock Level (rounded up) and if you can spare the time to transcribe the Spell. The transcriptions process takes 2 hours and costs 50GP for each Level of the Spell, representing the rare inks needed to inscribe it.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Flies (5th Level).&#039;&#039;&#039; As a Bonus Action, you can surround yourself with a magical aura that looks like buzzing flies. The aura is a 5ft Moving Emanation. It lasts until you’re Incapacitated or you dismiss it as a Free Action.&lt;br /&gt;
:The aura grants you advantage on Strength and Charisma (Intimidation) Checks but Disadvantage on all other Charisma Checks. Any other creature that starts its turn in the aura takes Poison Damage equal to your Charisma Modifier.&lt;br /&gt;
:You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Survivalist (5th Level).&#039;&#039;&#039; You ignore the effects of Extreme Heat and Extreme Cold, and you don&#039;t need to drink water or eat food to survive.&lt;br /&gt;
*&#039;&#039;&#039;Gift of the Depths (5th Level).&#039;&#039;&#039; You can breathe underwater, and you gain a Swimming Speed equal to your Walking Speed.&lt;br /&gt;
:You can also cast the [[Level 3#Water Breathing|Water Breathing]] Spell at will, without expending a Spell Slot, once you do so, you can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Mire the Mind (5th Level).&#039;&#039;&#039; You can cast the [[Level 3#Slow|Slow]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;One with Shadows (5th Level).&#039;&#039;&#039; When you are in an area of Dim Light or Darkness, you can use your Action to become Invisible until you move or take an Action, Bonus Action, or Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Sign of Ill Omen (5th Level).&#039;&#039;&#039; You can cast the [[Level 3#Bestow Curse|Bestow Curse]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Tomb of Freezing Ice (5th level).&#039;&#039;&#039; As a Reaction when you take Damage, you can entomb yourself in ice, which melts away at the end of your next turn. Before you take the triggering Damage, you gain a number of Temporary Hit Points equal to 10 times your Warlock Level. Immediately after you take the Damage, you gain Vulnerability to Fire Damage, your Speed is reduced to 0, and you are [[Conditions#Incapacitated|Incapacitated]]. These effects, including any remaining Temporary Hit Points, all end when the ice melts at the end of your next turn. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Undying Servitude (5th Level).&#039;&#039;&#039; You can cast the [[Level 3#Animate Dead|Animate Dead]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Witch Sight (5th Level).&#039;&#039;&#039; You can see the true form of any shapechanger or creature concealed by Illusion or Transmutation magic while the creature is within 30ft of you and within your line of sight.&lt;br /&gt;
*&#039;&#039;&#039;Thirsting Claws (5th Level, Eldritch Claws Eldritch Invocation).&#039;&#039;&#039; When you take the Attack Action and make all Attacks with your Eldritch Claws, you can make one additional Attack with your Eldritch Claws as part of that Action. Your Eldritch Claws also count as magical for the purpose of overcoming Immunity and resistant to non-magical Damage.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Smite (5th Level, Pact of the Blade Pact Boon).&#039;&#039;&#039; When you hit a creature with your Pact Weapon, you can expend a Warlock Spell Slot to deal an additional 1d8 Force Damage to the target, plus an additional 1d8 Force Damage per Slot Level, you can also knock the target Prone if it is Huge or smaller.&lt;br /&gt;
*&#039;&#039;&#039;Thirsting Blade (5th Level, Pact of the Blade Pact Boon).&#039;&#039;&#039; When you take the Attack Action and make all Attacks with your Pact Blade, you can make one additional Attack with your Pact Blade as part of that Action.&lt;br /&gt;
*&#039;&#039;&#039;Potent Poultices (5th Level, Pact of the Chalice Pact Boon).&#039;&#039;&#039; As an Action, you can cast the [[Level 2#Lesser Restoration|Lesser Restoration]] Spell without expending a Spell Slot. You can cast the Lesser Restoration Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tentacles (5th Level, Pact of the Flesh Pact Boon).&#039;&#039;&#039; When you take the Attack Action on your turn, you can use your Bonus Action to make a Grapple Attack against a creature as long as you have a free hand. When you make a Grapple Attack, you can make a Charisma (Athletics) Check to do so instead of making a Strength (Athletics) Check.&lt;br /&gt;
*&#039;&#039;&#039;Notes of Power (5th Level, Pact of the Strings Pact Boon).&#039;&#039;&#039; When you use your Pact Instrument to cast a Spell, roll a d8, the Spell deals additional Damage equal tot he number rolled. If the Spell targets multiple creatures, one creature of your choice takes the Bonus Damage.&lt;br /&gt;
*&#039;&#039;&#039;Far Scribe. (5th Level, Pact of the Tome Pact Boon).&#039;&#039;&#039; A new page appears in your Book of Shadows. With your permission, a creature can use its Action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.&lt;br /&gt;
:You can cast the Sending Spell, targeting a creature whose name is on the page, without expending a Spell Slot or Material Components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an Action, you can magically erase a name on the page by touching it.&lt;br /&gt;
*&#039;&#039;&#039;Maddening Hex (5th Level, [[Level 1#Hex|Hex]] Spell or a Warlock feature that curses).&#039;&#039;&#039; As a Bonus Action, you cause a psychic disturbance around the target cursed by your [[Level 1#Hex|Hex]] Spell or by a Warlock feature of yours, such as the [[Warlock#Hexblade&#039;s Curse|Hexblade&#039;s Curse]] feature or the [[Warlock#Eldritch Invocation Options|Sign of Ill Omen Eldritch Invocation]]. When you do so, you deal Psychic Damage to the cursed target and each creature of your choice that you can see within 5ft of it. The Psychic Damage equals your Charisma Modifier. To use this Eldritch Invocation, you must be able to see the cursed target, and it must be within 30ft of you.&lt;br /&gt;
*&#039;&#039;&#039;Bewitching Whispers (7th Level).&#039;&#039;&#039; You can cast the [[Level 4#Compulsion|Compulsion]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Dreadful Word (7th Level).&#039;&#039;&#039; You can cast the [[Level 3#Confusion|Confusion]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Ghostly Gaze (7th Level).&#039;&#039;&#039; As an Action, you gain the ability to see through solid objects out to a Range of 30ft, and gain Darkvision out to a Range of 30ft. This special sight lasts for 1 minute or until your Concentration on the effect end. During that time, you perceive objects as ghostly, transparent images. You can use this Eldritch Invocation a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Sculptor of Flesh (7th level).&#039;&#039;&#039; You can cast the [[Level 4#Polymorph|Polymorph]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Trickster&#039;s Escape (7th level).&#039;&#039;&#039; You can cast the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest. When you cast the Spell in this way, you can only target yourself.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Twilight (7th Level, Pact of the Shroud Pact Boon).&#039;&#039;&#039; You can cast the [[Level 4#Greater Invisibility|Greater Invisibility]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Protection of the Talisman (7th Level, Pact of the Talisman Pact Boon).&#039;&#039;&#039; When the wearer of your Pact Talisman fails a Saving Throw, they can add a d4 to the roll. This benefit can be used a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Relentless Hex (7th Level, [[Level 1#Hex|Hex]] Spell or a Warlock feature that curses).&#039;&#039;&#039; Your curse creates a temporary bond between you and your target. As a Bonus Action, you can magically teleport up to 30ft to an unoccupied space you can see within 5ft of the target cursed by your [[Level 1#Hex|Hex]] Spell or by a warlock feature of yours, such as the [[Warlock#Hexblade&#039;s Curse|Hexblade&#039;s Curse]] feature or [[Warlock#Eldritch Invocation Options|Sign of Ill Omen Eldritch Invocation]] Eldritch Invocation. To teleport in this way, you must be able to see the cursed target.&lt;br /&gt;
*&#039;&#039;&#039;Ascendant Step (9th Level).&#039;&#039;&#039; You can cast the [[Level 2#Levitate|Levitate]] Spell at will, without expending a Spell Slot or Material Components. When cast in this way, you can only target yourself with the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Minions of Chaos (9th Level).&#039;&#039;&#039; You can cast the [[Level 5#Conjure Elemental|Conjure Elemental]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Otherworldly Leap (9th Level).&#039;&#039;&#039; You can cast the [[Level 1#Jump|Jump]] Spell at will, without expending a Spell Slot or Material Components.&lt;br /&gt;
*&#039;&#039;&#039;Whispers of the Grave (9th Level).&#039;&#039;&#039; You can cast the Speak With Dead Spell at will, without expending a Spell Slot or Material Components.&lt;br /&gt;
*&#039;&#039;&#039;Cup of Protection (9th Level, Pact of the Chalice Pact Boon).&#039;&#039;&#039; As an Action, for the next minute, if a creature of your choice can drink from your Pact Chalice, gaining the effects of the [[Level 4#Death Ward|Death Ward]] Spell. Once used, you must finish a Long Rest to use this feature again.&lt;br /&gt;
*&#039;&#039;&#039;Cursed Flesh (9th Level, Pact of the Flesh Pact Boon).&#039;&#039;&#039; As a Bonus Action, you gain yourself Temporary Hit points equal to your Charisma Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Gift of the Protectors (9th Level, Pact of the Tome Pact Boon).&#039;&#039;&#039; A new page appears in your Book of Shadows. With your permission, a creature can use its Action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.	&lt;br /&gt;
:When any creature whose name is on the page is reduced to 0 Hit Points, 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 an Action, you can magically erase a name on the page by touching it.&lt;br /&gt;
*&#039;&#039;&#039;Lifedrinker (12th Level, Pact of the Blade Pact Boon).&#039;&#039;&#039; When you hit a creature with your Pact Weapon, the creature takes extra Necrotic Damage equal to your Charisma Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Bond of the Talisman (12th Level, Pact of the Talisman Pact Boon).&#039;&#039;&#039; While someone else is wearing your Pact Talisman, you can use your Action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your Talisman can do the same thing, using their Action to teleport to you. The teleportation can be used by either creature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Master of Myriad Forms (15th Level).&#039;&#039;&#039; You can cast the [[Level 2#Alter Self|Alter Self]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Shadow (15th Level).&#039;&#039;&#039; You can cast the [[Level 2#Invisibility|Invisibility]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Visions of Distant Realms (15th Level).&#039;&#039;&#039; You can cast the [[Level 4#Arcnae Eye|Arcane Eye]] Spell at will, without expending a Spell Slot.&lt;br /&gt;
*&#039;&#039;&#039;Chains of One-Eyed Flame (15th Level, Pact of the Chain Pact Boon).&#039;&#039;&#039; You can cast the [[Level 5#Hold Monster|Hold Monster]] Spell at will, without expending a Spell Slot or Material Components. When you cast the Spell in this way, you can only target a Highlings or Elemental. After the Spell ends on a creature, you can&#039;t target that creature again in this way.&lt;br /&gt;
*&#039;&#039;&#039;Alchemical Restoration (15th Level, Pact of the Chalice Pact Boon).&#039;&#039;&#039; As an Action on your turn, you can cast the [[Level 5#Reincarnate|Reincarnate]] Spell without expending a Spell Slot or Material Components. Once you cast Reincarnate in this way, you must finish 1d4 Long Rests before you can cast the Spell in this way again.&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Flight (15th Level, Pact of the Flesh Pact Boon).&#039;&#039;&#039; As a Bonus Action, you can manifest (or dismiss) wings reminiscent of your patron&#039;s physical form, granting you a Flying Speed equal to your Walking Speed.&lt;br /&gt;
*&#039;&#039;&#039;Temporal Rewind. (15th Level, Pact of the Hourglass Pact Boon).&#039;&#039;&#039; As a Reaction at the end of your turn, you can undo everything that happened that turn. You return to the space where you began that turn, regain all resources you expended that turn, and remove all Damage or healing done that turn. You then immediately repeat your turn, with foreknowledge of what will occur, however, you do not regain your Reaction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Otherworldly Pacts =&lt;br /&gt;
== The Archfey ==&lt;br /&gt;
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Some of these Archfey are beings from the Feywild who want to try to break into Drakomere to try to learn more about it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Archfey Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fey Presence|Fey Presence]] || 1st || You can [[Conditions#Charmed|Charm]] or [[Conditions#Frightened|Frighten]] nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Misty Escape|Misty Escape]] || 6th || You can teleport and become [[Conditions#Invisible|Invisible]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Beguiling Defenses|Beguiling Defenses]] || 10th || You&#039;re Immune to [[Conditions#Charmed|Charm]] and [[Conditions#Charmed|Charm]] those that try [[Conditions#Charmed|Charm]] you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dark Delirium|Dark Delirium]] || 14th || You can make a creature think it&#039;s in a different world&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eternal Charm|Eternal Charm]] || 18th || You&#039;re [[Conditions#Charmed|Charms]] last Until Dispelled&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Faerie Fire|Faerie Fire]], [[Level 1#Sleep|Sleep]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Calm Emotions|Calm Emotions]], [[Level 2#Phantasmal Force|Phantasmal Force]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Blink|Blink]], [[Level 3#Plant Growth|Plant Growth]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 3#Dominate Beast|Dominate Beast]], [[Level 3#Greater Invisibility|Greater Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Dominate Person|Dominate Person]], [[Level 5#Seeming|Seeming]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fey Presence ====&lt;br /&gt;
&#039;&#039;1st Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron bestows upon you the ability to project the beguiling and fearsome presence of the Fey. As an Action, you force each creature of your choice within 10ft of you to  make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Charmed|Charmed]] by you or [[Conditions#Frightened|Frightened]] of you (your choice) until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Misty Escape ====&lt;br /&gt;
&#039;&#039;6th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can vanish in a puff of mist in response to harm. When you take Damage, you can use your Reaction to turn [[Conditions#Invisible|Invisible]] and teleport up to 60ft to an unoccupied space you can see. You remain [[Conditions#Invisible|Invisible]] until the start of your next turn or until you Attack or cast a Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beguiling Defenses ====&lt;br /&gt;
&#039;&#039;10th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are Immune to the [[Conditions#Charmed|Charmed]] Condition, and when another creature attempts to [[Conditions#Charmed|Charm]] you, you can use your Reaction to attempt to turn the [[Conditions#Charmed|Charm]] back on that creature. The creature that attempted to [[Conditions#Charmed|Charm]] you must succeed on a Wisdom Saving Throw against your Spell Save DC or be [[Conditions#Charmed|Charmed]] by you for 1 minute or until that creature takes any damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark Delirium ====&lt;br /&gt;
&#039;&#039;14th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can plunge a creature into an illusory realm. As an Action, choose a creature that you can see within 60ft of you. It must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, it is [[Conditions#Charmed|Charmed]] by you or [[Conditions#Frightened|Frightened]] of you (your choice) for 1 minute or until you lose Concentration on this effect broken. This effect ends early if that creature takes any Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
While [[Conditions#Charmed|Charmed]] in this way, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eternal Charm ====&lt;br /&gt;
&#039;&#039;18th Level The Archfey Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you [[Conditions#Charmed|Charm]] a creature, it lasts until Dispelled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Banshee ==&lt;br /&gt;
The Banshee. Betrayed in life and left to wander the world as an undead you sought to make a pact with this entity to finally put it to rest. The power of the banshee manifested in you allowing you a lew of the legendary undead&#039;s abilities.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Banshee Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Mournful Wail|Mournful Wail]] || 1st || You can wail to [[Conditions#Deafened|Deafen]] and [[Conditions#Frightened|Frighten]] your foes&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Incorporeal Movement|Incorporeal Movement]] || 6th || You can move through creatures and objects&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Stolen Breath|Stolen Breath]] || 10th || You don&#039;t need air, sustenance, or sleep, gain Resistance to Cold Damage and can reduce Damage you take&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Scream of the Banshee|Scream of the Banshee]] || 14th || Your Mournful Wail is improved to a scream, dealing Psychic Damage and aging targets&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Banshee&#039;s Nature|Banshee&#039;s Nature]] || 18th || You don&#039;t age, can&#039;t be aged, gain Truesight, and Immunity to Cold Damage&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Ray of Sickness|Ray of Sickness]], [[Level 1#Witch Bolt|Witch Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Phantasmal Force|Phantasmal Force]], [[Level 2#Wither and Bloom|Wither and Bloom]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Bestow Curse|Bestow Curse]], [[Level 3#Cold Snap|Cold Snap]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Aversion|Aversion]], [[Level 4#Death Ward|Death Ward]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Antilife Shell|Antilife Shell]], [[Level 5#Cone of Cold|Cone of Cold]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mournful Wail ====&lt;br /&gt;
&#039;&#039;1st Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the power of the banshee&#039;s wail as an Action. Every creature in 15ft Emanated Cone must make a Charisma Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Deafened|Deafened]] and [[Conditions#Frightened|Frightened]] of you until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Incorporeal Movement ====&lt;br /&gt;
&#039;&#039;6th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make your body fade as the ghosts of this realm do. You can move through other creatures and objects as if they were Difficult Terrain. You take 1d10 Force Damage if you end your turn inside a creature or object.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stolen Breath ====&lt;br /&gt;
&#039;&#039;10th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You no longer require air, food, drink, or sleep. Your skin starts to turn pale and you no longer feel pain, giving you Resistance to Cold Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you take Damage, you can use your Reaction to nullify some of that Damage as you are numbed to pain. When you do so, you gain Resistance to that Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scream of the Banshee ====&lt;br /&gt;
&#039;&#039;14th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the true wrath of a banshee. When you use your Mournful Wail feature, the Range is now a 60ft Emanated Cone. Additionally, all creatures that fail the Saving Throw against your Mournful Wail feature also takes 8d8 Psychic Damage and age 1d10 years, and all creatures who succeed the Saving Throw take half as much Damage and age half as much. Additionally, your Mournful Wail feature now has an unlimited amount of uses.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Banshee&#039;s Nature ====&lt;br /&gt;
&#039;&#039;18th Level The Banshee Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As you take on the pure form fo the Banshee, you gain the following benefits:&lt;br /&gt;
*You no longer age and can&#039;t be aged magically.&lt;br /&gt;
*You gain Truesight out to a Range of 60ft&lt;br /&gt;
*You gain Immunity to Cold Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Celestial ==&lt;br /&gt;
Your patron is a powerful being, one of the few good Highlings found on Drakomere. You have bound yourself to an ancient empyrean, solar, kirin, unicorn, or other good Highling. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Some Celestial Warlocks form a direct pack with Bahumat instead. Some of these beings that Celestial Warlocks make pacts with are War Bringer gods who want to take over Drakomere.&amp;lt;br&amp;gt;&lt;br /&gt;
Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Celestial Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Bonus Cantrips|Bonus Cantrips]] || 1st || You get the [[Cantrips#Light|Light]] and [[Cantrips#Sacred Flame|Sacred Flame]] Cantrips&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Healing Light|Healing Light]] || 1st || You have a pool of innate healing&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#RadiantSoul|Radiant Soul]] || 6th || You get Resistance to Radiant Damage and can deal extra Fire and Radiant Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Celestial Radiance|Celestial Radiance]] || 10th || You give nearby allies Temporary Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Searing Vengeance|Searing Vengeance]] || 14th || When you would die you can choose not to and deal Damage to nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Blinding Blink|Blinding Blink]] || 18th || You can teleport and [[Conditions#Blinded|Blind]] nearby enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Cure Wounds|Cure Wounds]], [[Level 1#Guiding Bolt|Guiding Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Flaming Sphere|Flaming Sphere]], [[Level 2#Lesser Restoration|Lesser Restoration]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Life Transference|Life Transference]], [[Level 3#Revivify|Revivify]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Guardian of Faith|Guardian of Faith]], [[Level 4#Wall of Fire|Wall of Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Greater Restoration|Greater Restoration]], [[Level 5#Heavenly Pillar|Heavenly Pillar]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Cantrips ====&lt;br /&gt;
&#039;&#039;1st Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn the [[Cantrips#Light|Light]] and [[Cantrips#Sacred Flame|Sacred Flame]] Cantrips. They count as Warlock Cantrips for you, and they don’t count against your number of Cantrips Known.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Healing Light ====&lt;br /&gt;
&#039;&#039;1st Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your Warlock Level.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can heal one creature you can see within 60ft of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma Modifier. You restore a number of Hit Points equal to the total result of the dice expended. Your pool regains all expended dice when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Radiant Soul ====&lt;br /&gt;
&#039;&#039;6th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your link to the Celestial allows you to serve as a conduit for radiant energy. You have Resistance to Radiant Damage, and when you cast a Spell that deals Radiant or Fire Damage, you can add your Charisma Modifier to one Damage roll of the Spell against one of its targets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Celestial Resilience ====&lt;br /&gt;
&#039;&#039;10th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain divine vitality as you recuperate. When you finish a Long Rest, choose up to five other creatures, you and the chosen creatures each gain a number of Temporary Hit Points equal your Warlock Level + your Charisma Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Searing Vengeance ====&lt;br /&gt;
&#039;&#039;14th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The radiant energy you channel allows you to resist death. When you would to make a Death Saving Throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain Hit Points equal to half your Hit Point Maximum, and then you stand up if you choose to do so. Each creature of your choice that is within 30ft of you takes Radiant Damage equal to 2d8 + your Charisma Modifier, and is [[Conditions#Blinded|Blinded]] until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blinding Blink ====&lt;br /&gt;
&#039;&#039;18th Level The Celestial Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can teleport to an unoccupied space within 30ft of you. After you do, all creatures of your choice within 15ft of you must make a Constitution Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Coven ==&lt;br /&gt;
Grandmother, wood witch, medicine woman, old crone; the strange creatures known as hags go by many names. Their motivations are nearly alays sinister, and they delight in the suffering of others. When hags gather and form a magic pact, known as a Coven, they gain access to power beyond what any of them could hope to achieve individually. Together, their ability to sow pain increases tenfold. What strange bargain have you made to access the Coven&#039;s unorthodox magic?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Coven Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Weird Magicks|Weird Magicks]] || 1st || You can change the Damage Type of your Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Deviant Recovery|Deviant Recovery]] || 6th || You can use Draw on Power to give your allies their Spell Slots back&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Vile Resilience|Vile Resilience]] || 10th || You can use a Reaction to gain Resistance to Damage from magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Personal Coven|Personal Coven]] || 14th || You can form a Coven with your allies and share Known Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Potent Coven|Potent Coven]] || 18th || Coven Spells are cast at a higher Level&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Caustic Brew|Caustic Brew]], [[Level 1#Hideous Laughter|Hideous Laughter]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Alter Self|Alter Self]], [[Level 2#Wither and Bloom|Wither and Bloom]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Bestow Curse|Bestow Curse]], [[Level 3#Stinking Cloud|Stinking Cloud]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Aversion|Aversion]], [[Level 4#Lost Legacy|Lost Legacy]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Contagion|Contagion]], [[Level 5#Dominate Person|Dominate Person]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weird Magicks ====&lt;br /&gt;
&#039;&#039;1st Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Coven you serve grants you knowledge of their unorthodox Spellcasting. When you cast a Warlock Spell of 1st Level or higher, you can replace its Damage Type with a Damage Type from another Warlock Spell you Know, altering the Spell for this casting only. Spells cast in this way resemble the strange magic of the hags, and may be unrecognizable to traditional Spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deviant Recovery ====&lt;br /&gt;
&#039;&#039;6th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have been granted rare insights into the magic of Covens. As an Action, you can expend a use of your Draw On Power feature. When you do this, you touch a number of willing Spellcasters equal to your number of maximum Pact Slots. A Spellcaster you touch in this way immediately regains expended Spell Slots that have a combined Level equal to the Level of your Pact Slot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vile Resilience ====&lt;br /&gt;
&#039;&#039;10th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have served your Coven well and they have rewarded you with a strange magical ward, When you take Damage from a spell or other magical effect. You can use your Reaction when you would take Damage from a Spell or a magical effect. When you do so, you gain Resistance to all the Damage dealt by that Spell or magical effect until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Reaction a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Personal Coven ====&lt;br /&gt;
&#039;&#039;14th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have grown powerful enough to form a Coven of your own. At the end of a Long Rest, choose up to two other willing Spellcasters to form your Coven with. While all members of the Coven are within 30ft of one another, all members of the Coven can cast the Spells Prepared by another member of the Coven in addition to the member&#039;s own Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
All members of a Coven are always aware of the location of all other members, as long as all members are on the same plane of existence.&amp;lt;br&amp;gt;&lt;br /&gt;
When you form a Coven, the bond remains in place until you finish 1d6 Long Rests, or a Coven member dies. You can then form a new Coven at the end of your next Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Potent Coven ====&lt;br /&gt;
&#039;&#039;18th Level The Coven Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you, or a member of your Coven from your Personal Coven feature casts a Spell gained from your Personal Coven feature, that Spell is cast at 1 Level higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Elder Sphinx ==&lt;br /&gt;
Immortal guardians of divine treasures, Sphinxes live to test mortals who desire the relics of forgotten deities. They are masters of riddles and other trials that reveal the true nature of those they put to the test. To an Elder Sphinx, time has no meaning, and legends say the most powerful Sphinxes can influence the flow of time with their ancient magic.&amp;lt;br&amp;gt;&lt;br /&gt;
You have entered into a pact with one such Elder Sphinx. Do you work in tandem, or did you fail the test of the Sphinx, and rather then perish you opted to serve them with your life?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elder Sphinx Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Guardian&#039;s Ward|Guardian&#039;s Ward]] || 1st || You can create a slowing field&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Time Slip|Time Slip]] || 6th || You can effectively teleport double your Speed by stopping time&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Inscrutable|Inscrutable]] || 10th || You&#039;re better at lying and immune to Divination Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eternal Guardian|Eternal Guardian]] || 10th || You don&#039;t need sustenance or sleep and age much slower&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Power of the Ancients|Power of the Ancients]] || 14th || You can cast the Time Stop Spell in your Guardian&#039;s Ward&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#A Game of Riddles|A Game of Riddles]] || 18th || You can counter Spells cast by enemies if they fail a Wisdom Saving Throw&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Command|Command]], [[Level 1#Sanctuary|Sanctuary]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Lesser Restoration|Lesser Restoration]], [[Level 2#Zone of Truth|Zone of Truth]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Sending|Sending]], [[Level 3#Slow|Slow]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Arcane Eye|Arcane Eye]], [[Level 4#Locate Creature|Locate Creature]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Dispel Evil and Good|Dispel Evil and Good]], [[Level 5#Legend Lore|Legend Lore]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guardian’s Ward ====&lt;br /&gt;
&#039;&#039;1st Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The power granted by your patron allows you to prevent the unworthy from approaching you, or the things you protect. You can use an Action to project a small but powerful ward outward from yourself, that is a Still Emanation with a Radius of a number of feet equal to 5 x your Charisma Modifier. When a creature enters the area of your Ward, or starts its turn within it, it must make a Strength Saving Throw against your Spell Save DC. On a failed Save, the creature&#039;s Speed is reduced to 0 until the start of its next turn. On a successful Save, the target is [[Conditions#Slowed|Slowed]] until the start of its next turn. The Ward lasts for 1 minute, until you lose Concentrate on the Ward, or until you leave the area of the Ward.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Time Slip ====&lt;br /&gt;
&#039;&#039;6th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can manipulate time, much like your patron. As a Bonus Action, you can pause time and move up to twice your Speed without provoking Opportunity Attacks. You can only use your Speed while time is stopped, you cannot use Actions, Bonus Actions, or Reactions. Time resumes when you finish your movement.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inscrutable ====&lt;br /&gt;
&#039;&#039;10th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron shields you from divination magic, much like they are shielded from such spells. You are immune to any effect that would sense your emotions or read your thoughts, as well as any Divination Spell that you choose not to be affected by. Additionally, any Wisdom (Insight) Checks made to ascertain your intentions or sincerity are made at Disadvantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eternal Guardian ====&lt;br /&gt;
&#039;&#039;10th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Sphinx you serve has blessed you with a semblance of their immortality. You no longer require food, drink, or sleep. In addition, for every 10 years that pass, your body ages only 1 year, and you are immune to being aged by magic.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power of the Ancients ====&lt;br /&gt;
&#039;&#039;14th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an empowered mastery over time, but only in your small area of influence. As an Action, while your Guardian&#039;s Ward feature is active, you can cast a limited version of the [[Level 9#Time Stop|Time Stop]] Spell without expending a Spell Slot or Material Components. While the [[Level 9#Time Stop|Time Stop]] Spell is active in this way, you can only interact with creatures and objects within the area of your Guardian&#039;s Ward feature. When this casting of the [[Level 9#Time Stop|Time Stop]] Spell ends, your Guardian&#039;s Ward feature ends as well.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature you must finish a Long Rest before you can use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A Game of Riddles ====&lt;br /&gt;
&#039;&#039;18th Level The Elder Sphinx Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature you can see within 30ft of you casts a Spell, you can use your Reaction to present a riddle to that creature. When you do, that creature either must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, the Spell fails and has no effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Fathomless ==&lt;br /&gt;
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? These beings are usually aberrations that are slowly trying to break into the world rather than using Aberrant Incursions.&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.&amp;lt;br&amp;gt;&lt;br /&gt;
Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fathomless Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Tentacle of the Deeps|Tentacle of the Deeps]] || 1st || You create a Tentacle to Attack enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Gift of the Sea|Gift of the Sea]] || 1st || You can swim and breathe underwater&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Oceanic Soul|Oceanic Soul]] || 6th || You get Resistance to Cold Damage and can speak to anyone while underwater&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Guardian Coil|Guardian Coil]] || 6th || You can use your Tentacle to block Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasping Tentacles|Grasping Tentacles]] || 10th || You get the [[Level 4#Black Tentacles|Black Tentacles]] Spell, it gives you Temporary Hit Points when you cast it, and it&#039;s harder for you to lose Concentration on it&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fathomless Plunge|Fathomless Plunge]] || 14th || You can teleport to water&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasp of the Deep|Grasp of the Deep]] || 18th || You can Grapple nearby enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || [[Level 1#Create or Destroy Water|Create or Destroy Water]], [[Level 1#Fog Cloud|Fog Cloud]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 2#Gust of Wind|Gust of Wind]], [[Level 2#Silence|Silence]]&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || [[Level 3#Lightning Bolt|Lightning Bolt]], [[Level 3#Thunderstep|Thunderstep]]&lt;br /&gt;
|-&lt;br /&gt;
| 4th || [[Level 4#Control Water|Control Water]], [[Level 4#Summon Elemental|Summon Elemental (Water elemental only)]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 5#Arcane Hand|Arcane Hand (Appears as a Tentacle)]], [[Level 5#Cone of Cold|Cone of Cold]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tentacle of the Deeps ====&lt;br /&gt;
&#039;&#039;1st Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically summon a spectral Tentacle that strikes at your foes. As a Bonus Action, you create a 10ft long Tentacle at a point you can see within 60ft of you. The Tentacle lasts for 1 minute or until you use this feature to create another Tentacle. As part of the Bonus Action you use to summon the Tentacle and as a Bonus Action on each subsequent turn while the Tentacle is active, you can move the Tentacle up to 30ft and make a Melee Spell Attack against one creature within 10ft of it. On a hit, the target takes 1d8 Cold Damage, and its Speed is reduced by 10ft until the start of your next turn. When you reach 10th Level in this class, the Damage increases to 2d8.&amp;lt;br&amp;gt;&lt;br /&gt;
You can summon the Tentacle a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gift of the Sea ====&lt;br /&gt;
&#039;&#039;1st Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Swimming Speed of 40ft, and can breathe both air and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oceanic Soul ====&lt;br /&gt;
&#039;&#039;6th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are now even more at home in the depths. You gain Resistance to Cold Damage. In addition, when you are fully submerged in water, any creature that is also fully submerged in that water can understand your speech, and you can understand theirs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guardian Coil ====&lt;br /&gt;
&#039;&#039;6th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Tentacle of the Deeps feature can defend you and others, interposing itself between them and harm. When you or a creature you can see takes Damage while within 10ft of your Tentacle summoned by your Tentacle of the Deeps feature, you can use your Reaction to choose one of those creatures and reduce the Damage taken by that creature by 1d8. When you reach 10th Level in this class, the Damage reduced is increased to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasping Tentacles ====&lt;br /&gt;
&#039;&#039;10th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn the [[Level 4#Black Tentacles|Black Tentacles]] Spell. It is a Warlock Spell for you, and does not count against your number of Spells Known. You can also cast the [[Level 4#Black Tentacles|Black Tentacles]] Spell as a Warlock Spell once without expending a Spell Slot, regaining the ability to do so when you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you cast the [[Level 4#Black Tentacles|Black Tentacles]] Spell, your patron’s magic bolsters you, granting you a number of Temporary Hit Points equal to your Warlock Level. Moreover, Damage can’t break your Concentration on the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fathomless Plunge ====&lt;br /&gt;
&#039;&#039;14th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically open temporary conduits to watery destinations. As an Action, you can teleport yourself and up to five other willing creatures that you can see within 30ft of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water of your choice that you’ve seen that&#039;s the size of a pond or larger,  or within 30ft of it, each creature appears in an unoccupied space within 30ft of the others.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasp of the Deep ====&lt;br /&gt;
&#039;&#039;18th Level The Fathomless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you usher in the restricting grasp of the deep. Choose any number of creatures within 120ft of you. Those creature make a Dexterity Saving Throw as tentacles grasp them. On a failed Save, a creature is [[Conditions#Grappled|Grappled]] for 1 minute. At the end of a [[Conditions#Grappled|Grappled]] creature&#039;s turn, it can repeat the Save, ending the effect on a success.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Fiend ==&lt;br /&gt;
You have made a pact with an evil highling, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fiend Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dark One&#039;s Blessing|Dark One&#039;s Blessing]] || 1st || When you kill an enemy you get Temporary Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dark One&#039;s own Luck|Dark One&#039;s own Luck]] || 6th || You can buff your failed Ability Checks and Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fiendish Resilience|Fiendish Resilience]] || 10th || You can get a Damage Resistance of your choice&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hurl Through Hell|Hurl Through Hell]] || 14th || You can deal a ton of Psychic Damage to a creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Fiendish Retribution|Fiendish Retribution]] || 18th || You can hurt foes that hurt you&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Burning Hands, Command&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Ashen Memory, Blindness/Deafness, Branding Smite, Draconic Scorcher, Flame Blade, Flaming Sphere, Heat Metal, Pyrotechnics, Scorching Ray&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Ashen Path, Draconic Stride, Fireball, Flame Arrows, Stinking Cloud&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Fire Shield, Steam Strike, Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Flame Strike, Hallow, Immolation&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark One’s Blessing ====&lt;br /&gt;
&#039;&#039;1st Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you reduce a creature to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma Modifier + your Warlock Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dark One’s own Luck ====&lt;br /&gt;
&#039;&#039;6th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can call on your patron to alter fate in your favor. As a Reaction when you fail on an Ability Check or Saving Throw, you can add a d10 to your roll.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fiendish Resilience ====&lt;br /&gt;
&#039;&#039;10th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish a Long Rest, choose one Damage Type. You gain Resistance to that Damage Type until you you finish a Long Rest. Damage from magical [[Armor and Weapons#Weapons|Weapons]] or silvered [[Armor and Weapons#Weapons|Weapons]] ignores this Resistance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hurl Through Hell ====&lt;br /&gt;
&#039;&#039;14th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with an Attack, you can use this feature to bombard the creature with psychic pain and visions of flame and fire.&amp;lt;br&amp;gt;&lt;br /&gt;
The target is [[Conditions#Incapacitated|Incapacitated]] until the end of your next turn. At the end of your next turn, the target takes 10d10 Psychic Damage as it reels from its horrific experience.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fiendish Retribution ====&lt;br /&gt;
&#039;&#039;18th Level The Fiend Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature within 30ft of you deals Damage to you, you can use your Reaction to deal 2d6 Psychic Damage and 2d6 Fire Damage to that creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Genie ==&lt;br /&gt;
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach. Many genies who do not live in Drakomere are invasive forces who want a taste of the power in the Chaos.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Genie Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Genie&#039;s Choice|Genie&#039;s Choice]] || 1st || You choose a type of Genie&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Genie&#039;s Vessel|Genie&#039;s Vessel]] || 1st || You get a lamp that you can enter, you can also deal extra Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elemental Gift|Elemental Gift]] || 6th || You get Resistance to a Damage Type and can fly&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Sanctuary Vessel|Sanctuary Vessel]] || 10th || You can have allies enter your lamp and you can take Long Rests in it&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Limited Wish|Limited Wish]] || 14th || You can cast any Spell of 6th Level or lower once per Long Rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Wish Magic|Wish Magic]] || 18th || You get the [[Level 9#Wish|Wish]] Spell and it&#039;s harder to lose&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. You add all the Spells in the Genie Spells column, and all the Spells in the column of the type of Genie you selected in your Genie&#039;s Power feature to the Warlock Spell List.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spells&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Genie Spells !! Dao Spells !! Djinni Spells !! Efreeti Spells !! Marid Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Absorb Elements, Chaos Bolt, Chromatic Orb, Detect Evil and Good || Earth Tremor, Sanctuary || Sudden Spark, Thunderwave, Thunderous Smite, Witch Bolt, Zephyr Strike || Burning Hands, Faerie Fire || Create or Destroy Water, Fog Cloud, Frost Fingers&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Arcane Lock, Demand Offering, Dragon&#039;s Breath, Phantasmal Force || Dust Devil, Earthen Grasp, Iron Spine, Spike Growth || Air Bubble, Gust of Wind, Kinetic Jaunt, Skywrite, Warding Wind || Ashen Memory, Continual Flame, Draconic Scorcher, Flame Blade, Flaming Sphere, Heat Metal, Pyrotechnics, Scorching Ray || Binding Ice, Blur, Drown, Knell of the Depths&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Create Food and Water, Elemental Weapon, Protection From Energy || Meld Into Stone, Minute Meteors, Quakewalk, Sand Cloak, Wall of Sand || Call Lightning, Fly, Lightning Bolt, Wind Wall || Ashen Path, Draconic Stride, Fireball, Flame Arrows || Cold Snap, Freedom of the Waves, Sleet Storm, Wall of Water, Water Breathing, Water Walk&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Phantasmal Killer, Freedom of Movement || Stone Shape, Stone Shape, Stoneskin || Cyclone, Greater Invisibility, Speedy Courier, Storm Sphere, Wind Funnel || Fire Shield, Steam Strike, Wall of Fire || Black Tentacles, Control Water, Frost Armor, Ice Storm, Watery Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Arcane Hand, Creation, Dispel Evil and Good || Sinking Maw, Wall of Stone || Control Winds, Fingers of Lightning, Freedom of the Winds, Seeming, Sonic Boom || Flame Strike, Immolation || Cone of Cold, Maelstrom&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Genie&#039;s Choice ====&lt;br /&gt;
&#039;&#039;1st Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of the following types of Genies: Dao (Earth), Djinni (Air), Efreeti (Fire), Marid (Water). This choice will affect features in this class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Genie’s Vessel ====&lt;br /&gt;
&#039;&#039;1st Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The Vessel is a Tiny object, and you can use it as a Warlock Spellcasting Focus. While you are touching the Vessel, you can use it in the following ways:&lt;br /&gt;
*&#039;&#039;&#039;Bottled Respite.&#039;&#039;&#039; As an Action, you can magically vanish and enter your Vessel, which remains in the space you left. The interior of the Vessel is an extradimensional space in the shape of a 20ft Radius Cylinder that&#039;s 20ft high, and resembles your Vessel. The interior is appointed with cushions and low tables and is a comfortable temperature for you. While inside, you can hear the area around your Vessel as if you were in its space. You can remain inside the Vessel up to a number of hours equal to 2 x your Proficiency Bonus. You can exit the Vessel early as a Free Action, and you exit early if you die, or the Vessel is destroyed. When you exit the Vessel, you appear in an unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the Vessel is destroyed, every object stored there harmlessly appears in an unoccupied spaces closest to the Vessel’s former space. Once you enter the Vessel, you can’t enter again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Genie’s Wrath.&#039;&#039;&#039; Once during each of your turns when you hit on an Attack, you can deal additional Damage to the target equal to your Proficiency Bonus. The type of this damage is determined by your patron: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).&lt;br /&gt;
The Vessel’s AC equals your Spell Save DC. It has a number of Hit Points equal your Warlock Level + your Proficiency Bonus, and it is Immune to Poison and Psychic Damage.&lt;br /&gt;
If the vessel is destroyed or you lose it, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony can be performed during a Short or Long Rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elemental Gift ====&lt;br /&gt;
&#039;&#039;6th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You begin to take on characteristics of your patron’s kind. You gain have Resistance to a Damage Type determined by your patron: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, as a Bonus Action, you can give yourself a 30ft Flying Speed for 10 minutes, during which you can hover. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sanctuary Vessel ====&lt;br /&gt;
&#039;&#039;10th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your Vessel from your Genie&#039;s Vessel feature via your Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30ft of you, the chosen creatures enter the Vessel with you in the same way.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can force any number of creatures to exit the Vessel. Also, all creatures exit the Vessel if you die or the Vessel is destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, any creature that remains in the Vessel for at least 10 minutes gains the benefit of finishing a Short Rest, adding your Proficiency Bonus to the number of Hit Points they regain if they spend any Hit Dice as part of that Short Rest. Also, any creature that remains in your Vessel for 1 and a half hours gains the benefit of finishing a Long Rest, and gains a number of Temporary Hit Points equal to your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Limited Wish ====&lt;br /&gt;
&#039;&#039;14th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You entreat your patron to grant you a small wish. As an Action, you can speak your desire to your Genie’s Vessel, requesting the effect of a Spell of 6th Level or lower with a Casting Time of 1 Action from any class&#039;s Spell List, and without expending a Spell Slot or Components.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish 1d4 Long Rests.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wish Magic ====&lt;br /&gt;
&#039;&#039;18th Level The Genie Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the [[Level 9#Wish|Wish]] Spell as an option for your Mystic Arcanum (9th Level) feature. You can cast either the [[Level 9#Wish|Wish]] Spell or the Spell you selected when you use that feature. When you cast the [[Level 9#Wish|Wish]] Spell and would roll a d6 to determine if you lose the ability to cast the [[Level 9#Wish|Wish]] Spell, you instead roll a d12.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Great Old One ==&lt;br /&gt;
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. These creatures can be outside Drakomere, wanting to break into Drakomere for its concentrated creation energy, or are one of the seven Aberrant Lords in the Twisted-Lands.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Great Old One Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Awakened Mind|Awakened Mind]] || 1st || You can speak telepathically and can cast an Invisible Mage Hand&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Entropic Ward|Entropic Ward]] || 6th || You can make Attacks against you worse&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Thought Shield|Thought Shield]] || 10th || You get Immunity to Psychic Damage and deal any Psychic Damage you wold take back to the foe that tried to Damage you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Create Thrall|Create Thrall]] || 14th || You can [[Conditions#Charmed|Charm]] a creature permanently&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasping Will|Grasping Will]] || 18th || You mind control the creature you [[Conditions#Charmed|Charm]] with Create Thrall&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Bane, Cloak of Secrets, Command, Dissonant Whispers, Faerie Fire, Hideous Laughter, Silent Image, Silvery Barbs, &lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Alter Self, Augmenting Wall, Crown of Madness, Detect Thoughts, Demand Offering, Magic Mouth, Phantasmal Force, Rope Trick, Silence, They Know, Unspoken Name, Vortex Warp, Wristpocket&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Ally Across Time, Blink, Dominate Beast, Enthrall, Sending&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Aversion, Bestow Curse, Black Tentacles, Divination, Lost Legacy, &lt;br /&gt;
|-&lt;br /&gt;
| 5th || Contagion, Dominate Person, Mislead, Modify Memory, Passwall, Planar Binding, Reincarnate, Sinking Maw, Sonic Boom, Taboo, Telekinesis&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Awakened Mind ====&lt;br /&gt;
&#039;&#039;1st Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The hidden potential of your mind is unlocked. You can telepathically communicate with any creature you can see within 60ft. You don’t need to share a [[Languages|Language]], but the target must speak at least one [[Languages|Language]] in order to respond to you. You can only use this feature to communicate with one creature at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you learn the [[Cantrips#Mage Hand|Mage Hand]] Cantrip, but it doesn&#039;t count against your number of Cantrips Known. When you cast the [[Cantrips#Mage Hand|Mage Hand]] Cantrip, it does not require Components and the mage hand is [[Conditions#Invisible|Invisible]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Entropic Ward ====&lt;br /&gt;
&#039;&#039;6th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature hits you with an Attack, you can use your Reaction to impose Disadvantage on that roll. If the Attack misses you, your next Attack against the creature that Attacked you has Advantage before the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thought Shield ====&lt;br /&gt;
&#039;&#039;10th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your thoughts can’t be read by any means unless you allow it. You also gain Immunity to Psychic Damage, and whenever a creature would deal Psychic Damage to you, that creature takes the amount of Psychic Damage it would have dealt to you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Thrall ====&lt;br /&gt;
&#039;&#039;14th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to infect a Humanoid’s mind with the alien magic of your patron. You can use your Action to touch an [[Conditions#Incapacitated|Incapacitated]] Humanoid. That creature becomes [[Conditions#Charmed|Charmed]] by you, which ends only if the [[Level 3#Remove Curse|Remove Curse]] Spell or similar magic is cast on it, or you use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
While [[Conditions#Charmed|Charmed]] in this way, you can telepathically communicate with that creature while you and that creature are on the same plane of existence.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasping Will ====&lt;br /&gt;
&#039;&#039;18th Level The Great Old One Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A creature you [[Conditions#Charmed|Charm]] with your Create Thrall feature, is permanently under the effects of the [[Level 5#Dominate Person|Dominate Person]] Spell as if you had cast it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Great Wyrm ==&lt;br /&gt;
Inherently magical creatures with incredibly long lifespans, dragons hoard not only wealth and material possessions, but servants and slaves as well. Benevolent and malicious, kind and terrible, good and evil, ancient dragons of all types have motivations beyond comprehension to most mortal beings.&amp;lt;br&amp;gt;&lt;br /&gt;
What sort of bargain did you enter into in order to access the overwhelming elemental power of an ancient dragon?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Great Wyrm Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Draconic Spark|Draconic Spark]] || 1st || You choose a type of Dragon and corresponding Damage Type to gain Resistance to, you also learn [[Languages|Draikyaan]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elemental Potency|Elemental Potency]] || 6th || You deal more Damage with your Draconic Spark Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Imposing Presence|Imposing Presence]] || 10th || You&#039;re Immune to being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]], and if someone tries to [[Conditions#Charmed|Charm]] or [[Conditions#Frightened|Frighten]] you they take Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Dragon Wings|Dragon Wings]] || 14th || You can fly&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elemental Reach|Elemental Reach]] || 18th || You choose two more types of Dragons and corresponding Damage Types for you Draconic Spark&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Absorb Elements, Chaos Bolt, Chromatic Orb, Command, Detect Magic, Identify, Thunderwave&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Binding Ice, Demand Offering, Detect Thoughts, Draconic Scorcher, Dragon&#039;s Breath, Dragon&#039;s Voice, Gust of Wind, Heat Metal, Scorching Ray, See Invisibility&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Call Lightning, Draconic Stride, Elemental Weapon, Fireball, Haste, Instant Audience, Lightning Bolt, Magnificent Tower, Minute Meteors, Motivational Speech, Protection From Energy,&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Compulsion, Destructive Resonance, Divination, Ice Storm, Vitriolic Sphere, Polymorph, Secret Chest, Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Cone of Cold, Control Winds, Creation, Destructive Wave, Dominate Person, Fingers of Lightning, Flame Strike, Freedom of the Winds, Immolation, Sonic Boom, &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Draconic Spark ====&lt;br /&gt;
&#039;&#039;1st Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Great Wyrm imbues you with a Draconic Spark, a fraction of its elemental power. Ancient Dragons can impart any element, but they most often bestow one that matches their Breath Weapon. Choose either Acid, Cold, Fire, Force, Lighting, Necrotic, Poison, Psychic, Radiant, or Thunder for your Draconic Spark. You gain Resistance to your Draconic Spark Damage Type, and any time you cast a Warlock Spell that deals Damage, you can change the Damage Type of the Spell to your Draconic Spark Damage Type.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the power of your Draconic Spark allows you to speak, read, and write [[Languages|Draikyaan]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elemental Potency ====&lt;br /&gt;
&#039;&#039;6th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The power of your Spark grows, increasing the power of your Spells. When you cast a Spell of 1st Level or higher that deals your Draconic Spark Damage Type before you change the Damage Type with your Draconic Spark feature, you add a d8 to the Damage of the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Imposing Presence ====&lt;br /&gt;
&#039;&#039;10th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body has been steeped in the overwhelming draconic magic of your patron, empowering your willpower and force of personality. You are Immune to the [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]] Conditions and when a creature would attempt to [[Conditions#Charmed|Charm]] or [[Conditions#Frightened|Frighten]] you, it takes Psychic Damage equal to your Warlock Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dragon Wings ====&lt;br /&gt;
&#039;&#039;14th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to magically manifest a pair of leathery dragon wings from your back, which grant you a Flying Speed equal to your Walking Speed, and last until you  dismiss the wings as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elemental Reach ====&lt;br /&gt;
&#039;&#039;18th Level The Great Wyrm Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose two of the Damage Types listed in your Draconic Spark feature that you did not choose previously. When you use your Draconic Spark feature and your Elemental Potency feature, you can use those Damage Types as well as the Damage Type you originally chose.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Hexblade ==&lt;br /&gt;
You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.&amp;lt;br&amp;gt;&lt;br /&gt;
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events in Drakomere to her inscrutable ends. The Raven Queen and her blades wish to break into Drakomere.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hexblade Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hexblade&#039;s Curse|Hexblade&#039;s Curse]] || 1st || You can mark a creature, dealing extra Damage to it, increasing your Crit Range against it, and gaining Temporary Hit Points when you kill it&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hex Warrior|Hex Warrior]] || 1st || You can bond to a [[Armor and Weapons#Weapons|Weapons]] and use your Charisma for your Attacks with it, you can also dissipate and summon it, all your Pact Weapons with Pact of the Blade are bonded [[Armor and Weapons#Weapons|Weapons]], you also get Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Accursed Specter|Accursed Specter]] || 6th || When you kill a Humanoid you can make it a ghost to serve you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Armor of Hexes|Armor of Hexes]] || 10th || When a creatures marked with Hexblade&#039;s Curse hits you, you have a 50% chance not to get hit&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hexed Fury|Hexed Fury]] || 14th || You can enter a frenzy when you mark a creature with Hexblade&#039;s Curse, being way better at Attacking marked creatures&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Master of Hexes|Master of Hexes]] || 18th || When you kill a marked creature you can mark another creature for free&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Compelled Duel, Dissonant Whispers, Ensnaring Strike, Halo of Glory, Heroism, Hunter&#039;s Mark Searing Smite, Shield, Shield of Faith, Silvery Barbs, Sudden Spark, Wrathful Smite, Zephyr Strike&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Bark Skin, Blur, Branding Smite, Flame Blade, Gale Weapons, Heat Metal, Kinetic Jaunt, Magic Weapon, Spiritual Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Allegro, Battle Trance, Battlemind Link, Blink, Cold Snap, Crusader&#039;s Mantle, Elemental Weapon, Gluey Globule, Haste, Slow&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Fire Shield, Frost Armor, Holy Glare, March of Blades, Phantasmal Killer, Staggering Smite&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Banishing Smite, Cone of Cold, Holy Weapon, Shining Armor, Steel Wind Strike&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hexblade’s Curse ====&lt;br /&gt;
&#039;&#039;1st Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to place a baleful curse on someone. As a Bonus Action, choose one creature you can see within 30ft of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are [[Conditions#Incapacitated|Incapacitated]]. Until the curse ends, you gain the following benefits:&lt;br /&gt;
*You gain a bonus to Damage rolls against the cursed target equal to your Proficiency Bonus.&lt;br /&gt;
*Your Crit Range is increased by 1 on Attacks against the target.&lt;br /&gt;
*If the cursed target dies, you regain Hit Points equal to your Warlock Level + your Charisma Modifier.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Warrior ====&lt;br /&gt;
&#039;&#039;1st Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You acquire the training necessary to effectively arm yourself for battle. You gain Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]].&amp;lt;br&amp;gt;&lt;br /&gt;
The influence of your patron also allows you to mystically channel your will through a particular [[Armor and Weapons#Weapons|Weapons]]. Whenever you finish a Long Rest, you can touch one [[Armor and Weapons#Weapons|Weapons]] that you are Proficient with and that lacks the Two-Handed Property. When you Attack with that [[Armor and Weapons#Weapons|Weapons]], you can use your Charisma Modifier, instead of Strength or Dexterity, for the Attack and Damage Rolls. This benefit lasts until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Every [[Armor and Weapons#Weapons|Weapons]] you summon with a Pact of The Blade Pact Boon gains the benefit of this feature, no matter the [[Armor and Weapons#Weapons|Weapon&#039;s]] type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Accursed Specter ====&lt;br /&gt;
&#039;&#039;6th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can curse the soul of a person you slay, temporarily binding it to your service. When you reduce a Humanoid to 0 Hit Points, you can cause its spirit to rise from its corpse as a Specter. When the Specter appears, it gains Temporary Hit Points equal to half your Warlock Level. The Specter acts after you in Initiative and you must command it using a Bonus Action. If you do not give the Specter a command, it will take the Dodge Action.&amp;lt;br&amp;gt;&lt;br /&gt;
The Specter has a bonus to its Attack Rolls equal to your Charisma Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
The specter remains in your service until the end of your next Long Rest, at which point it vanishes to the afterlife.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you bind a Specter with this feature, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Armor of Hexes ====&lt;br /&gt;
&#039;&#039;10th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your hex grows more powerful. If the target cursed by your Hexblade’s Curse feature hits you with an Attack, you can use your Reaction to roll a d6. If you roll a 4, 5, or 6, the Attack misses you instead, regardless of the Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hexed Fury ====&lt;br /&gt;
&#039;&#039;14th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you curse a creature with your Hexblade&#039;s Curse feature, you can choose to enter a state of Frenzy. While in this Frenzy, you can only Attack creature&#039;s cursed by your Hexblade&#039;s Curse feature or marked by similar abilities and magic. When you Attack one of these creatures, your Crit Range is doubled and you deal an additional 2d6 Psychic Damage on a hit. This Frenzy lasts for 1 minute or until no creatures are cursed by your Hexblade&#039;s Curse feature or marked with similar abilities and magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you enter this state of Frenzy, you cannot do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master of Hexes ====&lt;br /&gt;
&#039;&#039;18th Level The Hexblade Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse feature dies, you can apply the curse to a different creature you can see within 30ft of you without expending a use of the feature, provided you aren’t [[Conditions#Incapacitated|Incapacitated]].&amp;lt;br&amp;gt;&lt;br /&gt;
Also, when you curse a creature with your Hexblade&#039;s Curse feature, you can choose one willing creature within 30ft of you. That creature also gains the benefits of your Hexblade&#039;s Curse feature against the cursed creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Primeval Growth ==&lt;br /&gt;
Not all who serve nature seek balance as Druidic Circles do. Older, and oftentimes more sinister forces are at work in the ancient forests of the world. Eldest of all plant life, ancient trees, sacred groves, and sentient forests can remember an age when plants, not mortals or beasts, dominated the land. These ancient beings are known as Primeval Growths, the power limited only by the roots that hold them in place.&amp;lt;br&amp;gt;&lt;br /&gt;
Able to channel elder nature magic, these ancient beings lend their power to mortals who have the ability to move about the world, and can work to enact their primal will.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Primeval Growth Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grasping Vines|Grasping Vines]] || 1st || You get Thorn Whip and when you deal Damage or [[Conditions#Restrained|Restrain]] with [[Cantrips#Thorn Whip|Thorn Whip]] or a Spell from your Expanded Spell List you can deal extra Damage and get that much Temporary Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Primeval Resistance|Primeval Resistance]] || 6th || You&#039;re AC can&#039;t be less than 16 and you target two creatures with [[Cantrips#Thorn Whip|Thorn Whip]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Arboreal Guardian|Arboreal Guardian]] || 10th || You get Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage and can use photosynthesis&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Wrath of the Wilds|Wrath of the Wilds]] || 14th || You can [[Conditions#Restrained|Restrain]] nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Primeval Manifestation|Primeval Manifestation]] || 18th || You don&#039;t care about mundane Difficult Terrain, get Resistance to Poison Damage, and deal Damage to [[Conditions#Restrained|Restrained]] creatures&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Earth Tremor, Ensnaring Strike, Entangle, Find Familiar, Goodberry, Ray of Sickness, Snare, Hail of Thorns&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Acid Arrow, Animal Messenger, Ashen Memory, Barkskin, Beanstalk, Beast Sense, Earthen Grasp, Find Steed, Locate Animals or Plants, Protection From Poison, Spike Growth, Web, Wither and Bloom&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Acid Cloud, Ashen Path, Elemental Weapon, Erupting Earth, Life Transference, Plant Growth&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Faithful Hound, Grasping Vine, Glistening Acid Slick, Grasping Vine, Guardian of Nature, Nature&#039;s Balance, Stockade Sprouts, Stone Shape, Stoneskin, Storm Sphere Vitriolic Sphere,&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Cone of Cold, Contagion, Sinking Maw, Sun Flower, Tree Stride, Wrath of Nature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grasping Vines ====&lt;br /&gt;
&#039;&#039;1st Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your pact with the Primeval Growth you are imbued with a seed of natural magic. You learn the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip as a Warlock Spell that doesn&#039;t count against your number of Cantrips Known. When you hit a creature with the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip, or when you Damage or [[Conditions#Restrained|Restrain]] a creature with one of the Spells from your Expanded Spell List feature, you can use a Bonus Action to drain the life force from one target of the Spell. When you do so, the creature takes Necrotic Damage equal to your Warlock Level, and you immediately gain Temporary Hit Points equal to your Warlock Level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Bonus action a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primeval Resistance ====&lt;br /&gt;
&#039;&#039;6th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic of the Primeval Growth has begun to change your body. Your skin becomes rough and treelike, and your Armor Class cannot be less than 16. In addition, when you cast the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip, you can target up to two creatures that are within the Range of the Spell&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arboreal Guardian ====&lt;br /&gt;
&#039;&#039;10th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your bark-like skin grants you Resistance to all non-magical Bludgeoning, Piercing, and Slashing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you no longer require food or drink, if you spend at least one hour in sunlight each day.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wrath of the Wilds ====&lt;br /&gt;
&#039;&#039;14th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use an Action to lash out with grasping roots at a number of creatures within 30ft, equal to your Proficiency Bonus. Each creature you chose must make a Strength Saving Throw, or be [[Conditions#Restrained|Restrained]] for 1 minute. As an Action, creatures [[Conditions#Restrained|Restrained]] in this way can make a Strength (Athletics) Check against your Spell Save DC, escaping from the primeval growth on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Primeval Manifestation ====&lt;br /&gt;
&#039;&#039;18th Level The Primeval Growth Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the Primeval Growth has fully manifested in you, you gain the following benefits:&lt;br /&gt;
*You are unaffected by non-magical Difficult Terrain.&lt;br /&gt;
*You gain Resistance to Poison Damage.&lt;br /&gt;
*Creatures [[Conditions#Restrained|Restrained]] by you take Poison Damage and Piercing Damage equal to your Proficiency Bonus at the start of each of your turns.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Titan ==&lt;br /&gt;
Powerful giants bound together by elemental magic, hulking elementals that would become the landscape itself, and legendary Titans, like the Tarrasque, that still slumber beneath the earth. In remote places of the material plane these ancient beings sleep, their power dormant, waiting for an opportunity to remind the world of their existence.&amp;lt;br&amp;gt;&lt;br /&gt;
Why were you chosen by a Titan? Are they trapped, and need someone to carry out their will in the world, or do you draw your power from an ancient slumbering giant?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Titan Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Elder Soul|Elder Soul]] || 1st || You get more health, and learn the [[Languages|Language]] of, and are better at interacting with either Giants or Elementals&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Colossal Form|Colossal Form]] || 1st || You increase your Size and add your Charisma Modifier to your Strength Ability Checks, Saving Throws, and Damage Rolls&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Titanic Endurance|Titanic Endurance]] || 6th || You can reduce Damage you take&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Stalwart Brood|Stalwart Brood]] || 10th || You add your Charisma Modifier to your Strength and Constitution Checks and Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Legendary Behemoth|Legendary Behemoth]] || 14th || You grow two Sizes and deal more Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Retributive Behemoth|Retributive Behemoth]] || 18th || You can hurt and knock [[Conditions#Prone|Prone]] foes that hurt you&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Absorb Elements, Catapult, Chaos Bolt, Chromatic Orb, Earth Tremor&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Barkskin, Dragon&#039;s Breath, Dust Devil, Earthbind, Earthen Grasp, Enlarge/Reduce (Enlarge Only), Flame Blade, Flaming Sphere, Heat Metal, Spike Growth&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Bolstering Brew, Elemental Weapon, Erupting Earth, Meld Into Stone, Minute Meteors, Protection From Energy, Quakewalk, Roaming Pit, Sand Cloak, Wall of Sand&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Destructive Resonance, Frost Armor, Polymorph, Staggering Smite, Steam Strike, Stockade Sprouts, Stoneskin, Stone Shape, Storm Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Create Golem, Destructive Wave, Reincarnate, Sinking Maw, Sonic Boom, Steel Wind Strike, Telekinesis, Transmute Rock, Wall of Stone&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elder Soul ====&lt;br /&gt;
&#039;&#039;1st Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Titanic patron greatly enhances your durability. Your Hit Point Maximum increases by 1, and it increases by 1 again whenever you gain a Level in this class. You also learn to speak, read, and write [[Languages|Elemental]] or [[Languages|Giant]] (your choice) Whenever you make a Charisma check when interacting with Elementals (if you chose Elemental) or Giants (if you chose Giant) your Proficiency Bonus is doubled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Colossal Form ====&lt;br /&gt;
&#039;&#039;1st Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel your patron&#039;s power to grow in size. As a Bonus Action on your turn, you can transform into your Colossal Form, increasing your Size Category by one. While in your Colossal Form, you gain a bonus to the following rolls equal to your Charisma Modifier:&lt;br /&gt;
*All Strength Ability Checks and Strength Saving Throws.&lt;br /&gt;
*All Damage rolls for Strength Melee Weapon Attacks.&lt;br /&gt;
Your Colossal Form lasts for 1 minute, and only ends early if you are [[Conditions#Incapacitated|Incapacitated]] or you choose to end it as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Titanic Endurance ====&lt;br /&gt;
&#039;&#039;6th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the resilience of your patron to reduce incoming Damage. You have a pool of d8s that you spend to fuel this Damage reduction. The number of dice in the pool is equal to 1 + your Warlock Level. As a Reaction, when you take Damage, you can expend a number of dice from this pool, reducing the Damage you took by an amount equal to the combined dice rolls + your Charisma Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain all expended dice at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stalwart Brood ====&lt;br /&gt;
&#039;&#039;10th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your gargantuan patron has deepened. You add your Charisma Modifier to your Strength and Constitution Checks and Saving Throws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legendary Behemoth ====&lt;br /&gt;
&#039;&#039;14th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered the magic of the Titans, and can wield their power with ease. When you adopt your Colossal Form from your Colossal Form feature, you can choose to grow by two Size Categories instead. When you hit a creature with a Weapon Attack while transformed, you can roll one of the Weapon&#039;s Damage dice an additional time, adding the result to the Damage of the Attack. In addition, once you adopt your Colossal Form, it lasts until you are [[Conditions#Incapacitated|Incapacitated]] or end it as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Retributive Behemoth ====&lt;br /&gt;
&#039;&#039;18th Level The Titan Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature within 10ft of you deals Damage to you, you can use your Reaction to deal 2d6 Magical Bludgeoning Damage to that creature and knock it [[Conditions#Prone|Prone]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Unblinking ==&lt;br /&gt;
You have entered the service of one of the great and paranoid tyrants known only as Beholders. Their origins are unknown, but their presence is felt in nearly every major city and keep where mortals dwell. Preferring to have others do their dirty work, Beholders are known for employing vast networks of mortals to carry out their paranoid and tyrannical will.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Unblinking Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Unblinking Eye|Unblinking Eye]] || 1st || You get an Unblinking Eye on your forehead, Proficiency in Perception, and add your Charisma Modifier to Perception&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Ocular Ray|Ocular Ray]] || 1st || You can use your Unblinking Eye to cast Spells that make Attack Rolls better&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Unsleeping Awareness|Unsleeping Awareness]] || 6th || You can&#039;t be Surprised and deal more Damage with Spells you cast with your Unblinking Eye&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Prescient Eye|Prescient Eye]] || 10th || You can enter a state where you&#039;re better at Initiative and can add to your AC&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Eye Tyrant|Eye Tyrant]] || 14th || You get an anti magic cone from your Unblinking Eye&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#All Seeing Eye|All Seeing Eye]] || 18th || You get Truesight in your ani magic cone and you&#039;re Spells cast with your Unblinking Eye are more powerful&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Chaos Bolt, Chromatic Orb, Guiding Bolt, Ice Knife, Inflict Wounds, Ray of Sickness, Witch Bolt&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Acid Arrow, Draconic Scorcher, Invisibility, Levitate, Ray of Enfeeblement, Scoring Ray, Spiritual Weapon, &lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Blink, Flame Armor, Minute Meteors&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Divination, Holy Glare, Steam Strike, Vitriolic Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Dominate Person, Sun Flower, Telekinesis, Telepathic Bond,&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unblinking Eye ====&lt;br /&gt;
&#039;&#039;1st Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Patron magiaclly implants you with an additional Unblinking Eye, reminiscent of theirs, in the center of your forehead. You gain Proficiency in Perception, and you add your Charisma Modifier to your Wisdom (Perception) Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ocular Ray ====&lt;br /&gt;
&#039;&#039;1st Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Unblinking Eye from your Unblinking Eye feature as a Spellcasting Focus for any Spell that requires an Attack Roll.&amp;lt;br&amp;gt;&lt;br /&gt;
When using your Unblinking Eye as a Spellcasting Focus, you do not need to have a free hand and you can ignore the Somatic Components for your Spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unsleeping Awareness ====&lt;br /&gt;
&#039;&#039;6th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic of your otherworldly Unblinking Eye from your Unblinking Eye feature has grown. You cannot be Surprised, even if you are sleeping, as your Unblinking Eye remains ever alert.&amp;lt;br&amp;gt;&lt;br /&gt;
Moreover, when you cast a Spell using your Unblinking Eye as the Spellcasting Focus, you can add your Charisma Modifier to one Damage Roll of that Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prescient Sight ====&lt;br /&gt;
&#039;&#039;10th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel the eldritch power of your Patron to glimpse the near future. You can use an Action to enter a heightened state of prescience for 10 minutes. You must Concentrate on this effect. While in this state you gain the following benefits:&lt;br /&gt;
*You add your Charisma Modifier to your Initiative Rolls.&lt;br /&gt;
*Creatures you can see cannot Attack you with Advantage.&lt;br /&gt;
*When you are hit by an Attack, you can use your Reaction to add a 1d4 bonus to your AC against that Attack.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eye Tyrant ====&lt;br /&gt;
&#039;&#039;14th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have unlocked the true power of your Patron. You can use an Action to have your Unblinking Eye from your Unblinking Eye feature emanates an antimagic zone in a 30ft Emanated Cone. The area of this Emanated Cone replicates the effects of the [[Level 8#Antimagic Field|Antimagic Field]] Spell non-magically.&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of each of your turns, you decide which direction your cone of antimagic faces until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Unblinking Eye emanates this cone for 1 minute. The effect ends early if you are [[Conditions#Incapacitated|Incapacitated]] or you choose to end the effect at the beginning of your turn as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== All Seeing Eye ====&lt;br /&gt;
&#039;&#039;18th Level The Unblinking Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Truesight in the anti magic zone created by your Eye Tyrant feature, and Spells you cast using your Unblinking Eye as your Spellcasting Focus are cast at one Level higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Undead ==&lt;br /&gt;
You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Undead Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Form of Dread|Form of Dread]] || 1st || You can become scary to get Temporary Hit Points, [[Conditions#Frightened|Frighten]] creatures, and become Immune to being [[Conditions#Frightened|Frightened]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Grave Touched|Grave Touched]] || 6th || You don&#039;t need air or sustenance, you can change your Damage to Necrotic Damage, and while in your Form of Dread you deal extra Necrotic Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Necrotic Husk|Necrotic Husk]] || 10th || You get Immunity to Necrotic Damage while in your Form of Dread and when you would die you can choose not to and deal Damage to nearby enemies&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Spirit Projection|Spirit Projection]] || 14th || You can split your body and your spirit getting a ton of buffs&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Unshackled Form|Unshackled Form]] || 18th || You&#039;re always in your spirit form from Spirit Projection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Bane, Dissonant Whispers, False Life, Ray of Sickness&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Blindness/Deafness, Phantasmal Force, Wither and Bloom&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Feign Death, Phantom Steed, Speak with the Dead, Spirit Guardians, Spirit Shroud&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Death Ward, Greater Invisibility, Vitriolic Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Antilife Shell, Cloudkill, Contagion, Insect Plague&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Form of Dread ====&lt;br /&gt;
&#039;&#039;1st Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You manifest an aspect of your patron’s dreadful power. As a Bonus Action, you transform into your Form of Dread for 1 minute. You gain the following benefits while transformed:&lt;br /&gt;
*You gain Temporary Hit Points equal to 1d10 + your Warlock Level that last until your Form of Dread ends.&lt;br /&gt;
*Once during each of your turns, when you hit a creature with an Attack Roll, you can force it to make a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Frightened|Frightened]] of you until the end of your next turn.&lt;br /&gt;
*You are Immune to the [[Conditions#Frightened|Frightened]] Condition.&lt;br /&gt;
You can transform a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grave Touched ====&lt;br /&gt;
&#039;&#039;6th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, once during each of your turns, when you hit a creature with an Attack, you can replace the Damage Type that you deal with Necrotic Damage. While you are in your Form of Dread form your Form of Dread feature, you can roll one additional Damage Die when determining the Necrotic Damage the target takes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Necrotic Husk ====&lt;br /&gt;
&#039;&#039;10th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to undeath and necrotic energy now saturates your body. You have resistance to Necrotic Damage. If you are in your Form of Dread from your Form of Dread feature, you instead become Immune to Necrotic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, when you would be reduced to 0 Hit Points, you can use your Reaction to drop to 1 Hit Point instead and cause your body to erupt with deathly energy. Each creature of your choice within 30ft of you takes Necrotic Damage equal to 2d10 + your Warlock Level. Once you use this Reaction, you can’t use it again until you finish 1d4 Long Rests.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit Projection ====&lt;br /&gt;
&#039;&#039;14th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your spirit can become untethered from your physical form. As an Action, you can project your Spirit from your body. The body you leave behind is [[Conditions#Unconscious|Unconscious]] and in a state of suspended animation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any Damage or other effects that apply to your Spirit or physical body affects the other. Your Spirit can remain outside your body for up to 1 hour or until your concentration on the effect. When your projection ends, your Spirit returns to your body or your body magically teleports to your Spirit’s space (your choice). While projecting your Spirit, you gain the following benefits:&lt;br /&gt;
*Your Spirit and body gain Resistance to Bludgeoning, Piercing, and Slashing Damage.&lt;br /&gt;
*When you cast a [[Conjuration]] or [[Necromancy]] Spell, the Spell doesn’t require Verbal or Somatic Components, or Material Components that lack a GP cost or are consumed.&lt;br /&gt;
*You have a Flying Speed equal to your Walking Speed and can hover. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force Damage if you end your turn inside a creature or an object.&lt;br /&gt;
*While you are in your Form of Dread from your Form Of Dread feature, once during each of your turns when you deal Necrotic Damage to a creature, you regain Hit Points equal to half the amount of Necrotic Damage dealt.&lt;br /&gt;
Once you use this feature, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unshackled Form ====&lt;br /&gt;
&#039;&#039;18th Level The Undead Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have become unshackled from you physical body. You are permanently in your Spirit form from your Spirit Projection feature. You body is destroyed, but you keep all your possessions in your Spirit form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Wild Hunt ==&lt;br /&gt;
The Wild Hunt is a strange phenomenon that takes hold of mortals, driving them to hunt whatever poor creature they perceive to be their prey. The source of this phenomenon is unclear, but legends tell of raiding parties from the Fey Forest that draw wayward mortals into their hunt, or of individuals cursed by sinister druidic magic during the full moon.&amp;lt;br&amp;gt;&lt;br /&gt;
While its exact origins are unclear, mortals who are bound to this force by a pact start to take on strange and unusual characteristics of the Fey Forest; sprouting antlers and their ears growing pointed. As their appearance changes, they slowly lose who they are, becoming one with the Wild Hunt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wild Hunt Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Hunter&#039;s Quarry|Hunter&#039;s Quarry]] || 1st || You get the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell and can cast it when you Attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Wild Warrior|Wild Warrior]] || 1st || You get Proficiency with Survival, [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Extra Attack|Extra Attack]] || 6th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Spirit of the Hunt|Spirit of the Hunt]] || 6th || You can summon a spirit to slow your foes&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Predatory Resolve|Predatory Resolve]] || 10th || When a creature you mark with Hunter&#039;s Mark attacks you, you can add to your AC, you can use your Spirit of the Hunt to protect yourself from Damage, and Hunter&#039;s Mark doesn&#039;t use Concentration for you&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Brand of the Hunt|Brand of the Hunt]] || 14th || When you mark a creature with Hunter&#039;s Mark you can improve it, being much better at hunting that creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock#Lead the Hunt|Lead the Hunt]] || 18th || You can give allies the benefits of Hunter&#039;s Mark&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanded Spell List ====&lt;br /&gt;
&#039;&#039;1st Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Expanded Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Animal Friendship, Beast Bond, Compelled Duel, Earth Tremor, Entangle, Find Familiar, Goodberry, Guiding Bolt, Hail of Thorns, Snare, Zephyr Strike&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Animal Messenger, Ashen Memory, Barkskin, Beanstalk, Beast Sense, Branding Smite, Find Steed, Flame Blade, Heat Metal, Kinetic Jaunt, Locate Animals or Plants, Locate Object, Magic Weapon, Spike Growth, Web, Wither and Bloom&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Allegro, Anticipate Thought, Ashen Path, Battle Trance, Conjure Barrage, Elemental Weapon, Flame Arrows, Haste, Plant Growth, Roaming Pit, Stinking Cloud&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye, Divination, Dominate Beast, Faithful Hound, Find Greater Steed, Glistening Acid Slick, Grasping Vine, Guardian of Nature, Locate Creature, Nature&#039;s Balance, Stockade Sprouts, Vitriolic Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Awaken, Commune With Nature, Conjure Volley, Contagion, Dominate Person, Reincarnate, Shining Armor, Sinking Maw, Steel Wind Strike, Sun Flower, Tree Stride, Wrath of Nature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunter’s Quarry ====&lt;br /&gt;
&#039;&#039;1st Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can mark a creature as a quarry of the Wild Hunt. You learn the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell. It counts as a Warlock Spell for you, and it doesn&#039;t count against your Spells Known. When you hit a creature with a Weapon Attack, you can cast the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell as a Bonus Action, targeting that creature, as a Warlock Spell without expending a Spell Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild Warrior ====&lt;br /&gt;
&#039;&#039;1st Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The dark magic of the Wild Hunt imbues you with the skills of an expert hunter. You gain Proficiency in Survival, [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;6th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit of the Hunt ====&lt;br /&gt;
&#039;&#039;6th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use an Bonus Action to summon a Wild Spirit to join you in the hunt. As part of the Bonus Action you use to summon the Wild Spirit, and as a Bonus Action on subsequent turns for 1 minute, you can command the Wild Spirit to harry a creature within 60ft, reducing the it&#039;s Speed by a number of feet equal to 5 x your Charisma Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Predatory Resolve ====&lt;br /&gt;
&#039;&#039;10th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The wild fervor of the Wild Hunt heightens your instincts. You gain the following benefits:&lt;br /&gt;
*When a creature marked by the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell hits you with an Attack, you can use your Reaction to grant yourself a bonus to your AC equal to your Charisma Modifier against that attack.&lt;br /&gt;
*While you have a Wild Spirit from your Wild Spirit feature summoned and you are hit by an Attack, you can use your Reaction to have the Wild Spirit take the Damage of the Attack and immediately disappear.&lt;br /&gt;
*The [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell no longer requires Concentration for you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Brand of the Hunt ====&lt;br /&gt;
&#039;&#039;14th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you mark a creature with the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell, you can choose to brand that creature, marking it as prey for the endless hunt. You gain the following benefits:&lt;br /&gt;
*The duration of that [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell is now Until Dispelled&lt;br /&gt;
*The branded creature manifests some form of physical marking on its forehead or similar body part.&lt;br /&gt;
*While moving towards the branded creature, you can move 2ft for every foot of Speed spent.&lt;br /&gt;
*You always know the exact location of the branded creature as long as it is on the same plane of existence as you.&lt;br /&gt;
*You cannot have Disadvantage when Attacking the branded creature.&lt;br /&gt;
*You ignore 1/2 Cover and 3/4 Cover when Attacking the branded creature.&lt;br /&gt;
You can brand a creature in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lead the Hunt ====&lt;br /&gt;
&#039;&#039;18th Level The Wild Hunt Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can call on your allies to join you in the Wild Hunt. When you mark a creature with the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell, you can extend the benefits of that casting of the [[Level 1#Hunter&#039;s Mark|Hunter&#039;s Mark]] Spell to any number of willing creatures of your choice within 30ft of you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
[[Nowhere]], the Tiefling, Fiend Warlock&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Otterfolk&amp;diff=2334</id>
		<title>Otterfolk</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Otterfolk&amp;diff=2334"/>
		<updated>2022-12-10T03:04:50Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Otterfolk are the natives of the Northern Swamp, because of this they have a lot of dealings with the Fey Forest, and thus many of them live both in the Swamp and in the Fey Forest. Additionally, many traveled to the Archipelago, becoming shipwrights and pirates there. Otterfolk developed from the wishes of travelers during the 4th Age.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Dexterity Score increases by 2 and your Strength Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Silvin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Your size is Small.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking speed of 30ft, and a Swimming speed of 35ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic Expertise.&#039;&#039;&#039; You can hold your breath for up to an hour, and gain proficiency in Survival and Water Vehicles. Additionally, while you are swimming, you have advantage on melee attack rolls against other creatures who are swimming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four-Legged Hunters.&#039;&#039;&#039; While both your hands are empty, you can walk on all fours, doubling your walking speed until you stand up again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Weapons.&#039;&#039;&#039; You have a toothy snout and sharp claws, giving you the following unarmed attacks. You gain a bite that deals 1d6 Piercing damage, and claws that deal 1d6 Slashing damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;River Expert.&#039;&#039;&#039; While in a river or lake your Swimming speed increases to 50ft, and you have advantage on Wisdom (Survival) checks while in a river.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traditional Weapons.&#039;&#039;&#039; You have proficiency in the Sling and the Javelin. These are traditional Otterfolk weapons. As such, the damage dice for each of these weapons is increased to 1d8 for you, reflecting your skill with them.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Paladin&amp;diff=2252</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Paladin&amp;diff=2252"/>
		<updated>2022-12-09T17:39:56Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Sacred Oath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Paladin ==&lt;br /&gt;
Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a bugbear lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.&amp;lt;br&amp;gt;&lt;br /&gt;
A Firbolg crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an ogre war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two ogres are dead before they even realize he is there.&amp;lt;br&amp;gt;&lt;br /&gt;
Silver mane shining in a shaft of light that seems to illuminate only him, a leonin laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Divine Sense, Lay On Hands || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Fighting Style, Spellcasting, Divine Smite || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Sacred Oath, Divine Health, Channel Divinity || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Extra Attack || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Aura of Protection || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || Sacred Oath Feature || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || - || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Aura of Courage || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Improved Divine Smite || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || - || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Cleansing Touch || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || Sacred Oath Feature || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || - || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Aura Improvement || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Sacred Oath Feature || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d10 per Paladin Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 10 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d10 (or 6) + your Constitution modifier per paladin level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, Heavy Armor, and Shields&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons and Martial Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Wisdom and Charisma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; A Simple or Martial Weapon, a Shield or a Simple or Martial Weapon, five Javelins or a Simple Weapon, an Equipment Pack, Chain Mail, and a Holy Symbol&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Paladin Features Summarized&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Divine Sense || 1st || You can sense the presence of Aberrations, Highlings, and Undead&lt;br /&gt;
|-&lt;br /&gt;
| Lay On Hands || 1st || You can heal creatures and cure them of Disease and Poison&lt;br /&gt;
|-&lt;br /&gt;
| Fighting Style || 2nd || You choose a way of fighting that you&#039;re good at&lt;br /&gt;
|-&lt;br /&gt;
| Spellcasting || 2nd || You gain half Spellcasting that uses Charisma and Preparing Spells&lt;br /&gt;
|-&lt;br /&gt;
| Divine Smite || 2nd || You can spend Spell Slots to deal extra Damage on your Attacks&lt;br /&gt;
|-&lt;br /&gt;
| Sacred Oath || 3rd || You choose your subclass, and gain features at 3rd, 7th, 15th, and 20th Level&lt;br /&gt;
|-&lt;br /&gt;
| Divine Health || 3rd || You become immune to disease&lt;br /&gt;
|-&lt;br /&gt;
| Channel Divinity || 3rd || You gain a few divine abilities that you can use&lt;br /&gt;
|-&lt;br /&gt;
| Ability Score Improvements || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level&lt;br /&gt;
|-&lt;br /&gt;
| Extra Attack || 5th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| Aura of Protection || 6th || You and your nearby allies have better Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| Aura of Courage || 10th || You and your nearby allies can&#039;t be Frightened&lt;br /&gt;
|-&lt;br /&gt;
| Improved Divine Smite || 11th || Your Divine Smite deals more Damage&lt;br /&gt;
|-&lt;br /&gt;
| Cleansing Touch || 14th || You can end Spells targeting creatures&lt;br /&gt;
|-&lt;br /&gt;
| Aura Improvement || 18th || Your Auras&#039; Range increase&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Sense ====&lt;br /&gt;
&#039;&#039;1st Level Paladin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an Action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Aberration, Highling or Undead within 60ft of you that is not behind Total Cover. You know the Creature Type of any being whose presence you sense, but not its identity.&amp;lt;br&amp;gt;&lt;br /&gt;
Within the same Radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to 1 + your Charisma Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lay On Hands ====&lt;br /&gt;
&#039;&#039;1st Level Paladin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Paladin Level × 5.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can touch a creature and draw power from the pool to restore any number of Hit Points to that creature, up to the maximum amount remaining in your pool.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, you can expend 5 Hit Points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay On Hands, expending Hit Points separately for each one.&amp;lt;br&amp;gt;&lt;br /&gt;
This feature has no effect on Undead and Constructs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Style ====&lt;br /&gt;
&#039;&#039;2nd Level Paladin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Blessed Warrior&#039;&#039;&#039; You learn two Cantrips of your choice from the Cleric Spell List. They count as Paladin Spells for you, and Charisma is your Spellcasting ability for them.&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing Armor, you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Great Weapon Fighting.&#039;&#039;&#039; When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.&lt;br /&gt;
*&#039;&#039;&#039;Improvised Fighting.&#039;&#039;&#039; You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.&lt;br /&gt;
*&#039;&#039;&#039;Interception.&#039;&#039;&#039; When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.&lt;br /&gt;
:&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.&lt;br /&gt;
*&#039;&#039;&#039;Pit Fighting.&#039;&#039;&#039; You have trained to fight with obscure, and underrated weapons, gaining the following weapons:&lt;br /&gt;
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.&lt;br /&gt;
:*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.&lt;br /&gt;
:*For you, Nets now deal 1d6 Bludgeoning Damage.&lt;br /&gt;
:*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that Attack.&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
&#039;&#039;2nd Level Paladin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Charisma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Charisma Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Charisma Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; A Holy Symbol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; Whenever you finish a Long Rest, you prepare a number of Spells equal to your half your Paladin Level + your Charisma Modifier from the Paladin Spell List. You can cast these Spells using your Spell Slots until the end of your next Long Rest.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Level and Spells Slots per Level&lt;br /&gt;
|-&lt;br /&gt;
! Level !! 1st !! 2nd !! 3rd !! 4th !! 5th&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 4 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 4 || 3 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 4 || 3 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 4 || 3 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 4 || 3 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 4 || 3 || 3 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 4 || 3 || 3 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 4 || 3 || 3 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 4 || 3 || 3 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Smite ====&lt;br /&gt;
&#039;&#039;2nd Level Paladin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can expend one Spell Slot to deal additional Radiant Damage to the target is equal to 2d8 + 1d8 per Spell Slot Level above 1st, to a maximum of 5d8. The Damage increases by 1d8 if the target is an Undead or Aberration, to a maximum of 6d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Health ====&lt;br /&gt;
&#039;&#039;3rd Level Paladin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The divine magic flowing through you makes you immune to disease.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sacred Oath ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 15th, and 20th Level Paladin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the Sacred Oaths in the table below that binds you as a Paladin forever, who&#039;s combat styles and techniques you strive to emulate advanced techniques you delve into.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sacred Oaths&lt;br /&gt;
|-&lt;br /&gt;
! Sacred Oath !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Oath of Ancients (explain general playstyle of subclass) || 1 || You gain power over nature to restrict your foes, protect your allies form magic, and gain an innate power over that same magic.&lt;br /&gt;
|-&lt;br /&gt;
| Oath of Conquests || 1 || You strike fear into your foes as you slaughter them and rebuke those who would dare defy you.&lt;br /&gt;
|-&lt;br /&gt;
| Oath of Corsairs || 2 || You embody the freedom and brutality of the seas to take charge of your enemies and inspire your allies.&lt;br /&gt;
|-&lt;br /&gt;
| Oath of Crowns || 2 || You use the command of the crown to claim authority over your foes and protect your allies from enemy assault.&lt;br /&gt;
|-&lt;br /&gt;
| Oath of Devotion || 1 || Your devotion as a Paladin allows you to smite the unholy and protect your allies from their trickery and corruption.&lt;br /&gt;
|-&lt;br /&gt;
| Oath of Dynamism || 3 || You become the storm itself, using electricity and magnetism to propel and destroy your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Oath of Glory || 2 || You use your divine magic to increase your own glory, becoming a paragon of strength and might.&lt;br /&gt;
|-&lt;br /&gt;
| Oath of Inquisition || 3 || You root out and usher death upon those that would lie, cheat, and disguise themselves, misleading themselves and others into heretical philosophy.&lt;br /&gt;
|-&lt;br /&gt;
| Oath of Light || 3 || You shine with radiance, empowering your allies and blinding your enemies as you shape light itself into your magic.&lt;br /&gt;
|-&lt;br /&gt;
| Oath of Purification || 3 || You purge your enemies with fire and cauterize your allies&#039; wounds, purifying all in flame.&lt;br /&gt;
|-&lt;br /&gt;
| Oath of Redemption || 2 || You protect your allies and become a paragon of peace to resolve conflicts without becoming an initiator of violence yourself.&lt;br /&gt;
|-&lt;br /&gt;
| Oath of Vengeance || 1 || You usher in the destruction of evil and mark your foes for death as you hunt them down and provide them retribution.&lt;br /&gt;
|-&lt;br /&gt;
| Oath of Watchers (too vague) || 2 || You ward the world and protect your allies from those that would attempt to break in and usher in destruction.&lt;br /&gt;
|-&lt;br /&gt;
| The Oathless || 4 || You have broken your oath and now use your remaining divine magic to right the wrongs that you deem were caused by your oath with an almost vigilante justice.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;3rd Level Paladin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to harness the power of the Three, you can use this a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. When you use your Channel Divinity, you choose which effect to use out of the options from your Sacred Oath, additionally you gain Channel Divinity Options if you choose to Multiclass into Cleric. If a Channel Divinity Option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 12th, 16th, and 19th Level Paladin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th Level Paladin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can perform an additional Attack as part of the Attack Action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aura of Protection ====&lt;br /&gt;
&#039;&#039;6th Level Paladin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you or a creature of your choice within 10ft of you makes a Saving Throw, that creature gains a bonus to the Save equal to your Charisma Modifier as long as you are not Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aura of Courage ====&lt;br /&gt;
&#039;&#039;10th Level Paladin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You and creatures of your choice within 10ft of you can’t be Frightened as long as you are not Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Divine Smite ====&lt;br /&gt;
&#039;&#039;11th Level Paladin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are so suffused with righteous might that all your Melee Weapon Attacks carry divine power with them. Whenever you hit a creature with a Melee Weapon Attack, the creature takes an extra 1d8 Radiant Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cleansing Touch ====&lt;br /&gt;
&#039;&#039;14th Level Paladin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action to end one Spell on yourself or on one willing creature that you touch.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aura Improvements ====&lt;br /&gt;
&#039;&#039;18th Level Paladin Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Range of your Aura of Protection and Aura of Courage features, as well as the Aura granted by your Sacred Oath is increased to 30ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Sacred Oaths =&lt;br /&gt;
== Oath of Ancients ==&lt;br /&gt;
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world. Paladins of the Ancients follow these tenets:&lt;br /&gt;
*&#039;&#039;&#039;Kindle the Light.&#039;&#039;&#039; Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.&lt;br /&gt;
*&#039;&#039;&#039;Shelter the Light.&#039;&#039;&#039; Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.&lt;br /&gt;
*&#039;&#039;&#039;Preserve Your Own Light.&#039;&#039;&#039; Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.&lt;br /&gt;
*&#039;&#039;&#039;Be the Light.&#039;&#039;&#039; Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ancients Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Oath Spells || 3rd || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| Channel Divinity || 3rd || You can use your Channel Divinity to Restrain enemies or force Fey and Highlings to run away&lt;br /&gt;
|-&lt;br /&gt;
| Aura of Warding || 7th || You and nearby allies have Resistance to Damage dealt by Spells&lt;br /&gt;
|-&lt;br /&gt;
| Undying Sentinel || 15th || When you would die you can choose to not die instead&lt;br /&gt;
|-&lt;br /&gt;
| Elder Champion || 20th || You can transform to regain health each turn, cast Spells quicker, and make creatures worse at resisting your Spells and Channel Divinities&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oath Spells ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Ancients Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oath Spells&lt;br /&gt;
|-&lt;br /&gt;
! Paladin Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Ensnaring Strike, Speak With Animals, Animal Friendship, Beast Bond, Goodberry&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Misty Step, Moonbeam, Animal Messenger, Barkskin, Beast Sense, Iron Spine, Locate Animals or Plants, Spike Growth&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Plant Growth, Protection From Energy, Clairvoyance, Slow, Magic Circle, Speak With Plants&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Ice Storm, Stoneskin, Dominate Beast, Faithful Hound, Find Greater Steed, Grasping Vine, Guardian of Nature, Nature’s Balance, Polymorph, Stockade Sprouts&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Commune With Nature, Awaken, Contagion, Sinking Maw, Tree Stride, Wrath of Nature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Ancients Channel Divinity Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following two Channel Divinity Options:&lt;br /&gt;
*&#039;&#039;&#039;Nature’s Wrath.&#039;&#039;&#039; You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an Action, you can cause spectral vines to spring up and reach for a creature within 10ft of you that you can see. The creature must succeed on a Strength or Dexterity Saving Throw (its choice) or be Restrained. While Restrained by the vines, the creature repeats the Saving Throw at the end of each of its turns. On a success, it frees itself and the vines vanish.&lt;br /&gt;
*&#039;&#039;&#039;Turn the Faithless.&#039;&#039;&#039; You can use your Channel Divinity to utter ancient words that are painful for Fey and Highlings to hear. As an Action, you present your Holy Symbol, and each Fey or Highling within 30ft of you that can hear you must make a Wisdom Saving Throw. On a failed Save, the creature is Turned for 1 minute or until it takes Damage. A Turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aura of Warding ====&lt;br /&gt;
&#039;&#039;7th Level Oath of Ancients Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ancient magic lies so heavily upon you that it forms an eldritch ward. You and creatures of your choice within 10ft of you have Resistance to Damage dealt by Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undying Sentinel ====&lt;br /&gt;
&#039;&#039;15th Level Oath of Ancients Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are reduced to 0 Hit Points and are not killed outright, you can choose to drop to 1 Hit Point instead. Once you use this ability, you can’t use it again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elder Champion ====&lt;br /&gt;
&#039;&#039;20th Level Oath of Ancients Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your Action, you undergo a transformation. For 1 minute, you gain the following benefits:&lt;br /&gt;
*At the start of each of your turns, you regain 10 Hit Points.&lt;br /&gt;
*Whenever you cast a Paladin Spell that has a Casting Time of 1 Action, you can cast it using a Bonus Action instead.&lt;br /&gt;
*Creatures of your choice within 10ft of you have Disadvantage on Saving Throws against your Paladin Spells and Channel Divinity options.&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Oath of Conquest ==&lt;br /&gt;
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Paladins of Conquest follow these tenets:&lt;br /&gt;
*&#039;&#039;&#039;Douse the Flame of Hope.&#039;&#039;&#039; It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.&lt;br /&gt;
*&#039;&#039;&#039;Rule with an Iron Fist.&#039;&#039;&#039; Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.&lt;br /&gt;
*&#039;&#039;&#039;Strength Above All.&#039;&#039;&#039; You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Conquest Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Oath Spells || 3rd || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| Channel Divinity || 3rd || You can use your Channel Divinity to Frighten enemies or hit better&lt;br /&gt;
|-&lt;br /&gt;
| Aura of Conquest || 7th || Nearby Frightened enemies are slower and take Damage&lt;br /&gt;
|-&lt;br /&gt;
| Scornful Rebuke || 15th || You deal Damage to creatures that hit you&lt;br /&gt;
|-&lt;br /&gt;
| Invincible Conquerer || 20th || You can transform to take half Damage, Attack more, and Crit more&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oath Spells ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Conquest Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oath Spells&lt;br /&gt;
|-&lt;br /&gt;
! Paladin Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Armor of Ice, Command, Cause Fear, Hex, Compelled Duel&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Hold Person, Spiritual Weapon, Branding Smite&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Bestow Curse, Fear, Battle Trance, Slow&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Dominate Beast, Stoneskin, March of Blades&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Cloudkill, Dominate Person, Hold Monster&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Conquest Channel Divinity Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following two Channel Divinity Options:&lt;br /&gt;
*&#039;&#039;&#039;Conquering Presence.&#039;&#039;&#039; You can use your Channel Divinity to exude a terrifying presence. As an Action, you force each creature of your choice that you can see within 30ft of you to make a Wisdom Saving Throw. On a failed Save, a creature becomes Frightened of you for 1 minute. The Frightened creature can repeat this Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Guided Strike.&#039;&#039;&#039; You can use your Channel Divinity to strike with supernatural accuracy. When you miss on an Attack, you can use your Channel Divinity to gain a +10 bonus to the roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aura of Conquest ====&lt;br /&gt;
&#039;&#039;7th Level Oath of Conquest Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You constantly emanate a menacing Aura while you’re not Incapacitated. The aura extends 10ft from you in every direction, but not through Total Cover. If a creature is Frightened of you, its Speed is reduced to 0 while in the Aura, and that creature takes Psychic Damage equal to half your Paladin Level if it starts its turn there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scornful Rebuke ====&lt;br /&gt;
&#039;&#039;15th Level Oath of Conquest Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an Attack, that creature takes Psychic Damage equal to your Charisma Modifier if you’re not Incapacitated.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Invincible Conqueror ====&lt;br /&gt;
&#039;&#039;20th Level Oath of Conquest Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to harness extraordinary martial prowess. As an Action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:&lt;br /&gt;
*You have Resistance to all Damage.&lt;br /&gt;
*When you take the Attack Action on your turn, you can make one additional Attack as part of that Action.&lt;br /&gt;
*Your Crit Range with Melee Weapons increases by 1.&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Oath of Corsairs ==&lt;br /&gt;
Fearsome warriors of the high seas, Corsair Paladins, swear an Oath to themselves and their crew, and will do whatever it takes to maintain their freedom. Chaotic by nature, these scallywags abhor any laws that aren&#039;t their own. While most paladins follow the law of the land or the tenets of their deity, Corsairs follow only laws they have personally agree to. Paladins of the Corsairs follow these tenets:&lt;br /&gt;
*&#039;&#039;&#039;Bravery.&#039;&#039;&#039; To be a coward is worse then death. Those who don&#039;t defend themselves deserve whatever comes. Live in such a way that all will sing of your deeds for years to come.&lt;br /&gt;
*&#039;&#039;&#039;Freedom.&#039;&#039;&#039; Mortal creatures are meant to be free. Like the fish of the sea, no one should be forced to follow rules that they did not personally agree to or have a voice in creating.&lt;br /&gt;
*&#039;&#039;&#039;Loyalty.&#039;&#039;&#039; Those that betray their allies are the lowest of low creatures. Traitors must be dealt with swift judgment. Loyal allies are rewarded with glory, prestige, and treasure.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Corsairs Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Oath Spells || 3rd || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| Channel Divinity || 3rd || You can use your Channel Divinity to move your allies without provoking Opportunity Attacks or push enemies away&lt;br /&gt;
|-&lt;br /&gt;
| Aura of Liberation || 7th || You and nearby allies resist restricting effects&lt;br /&gt;
|-&lt;br /&gt;
| Fury of the Seas || 15th || You deal Damage to creatures that hit you &lt;br /&gt;
|-&lt;br /&gt;
| Grand Captain || 20th || You can transform to become Immune to Cold, Lightning, and Thunder Damage, cast the Command Spell freely and quickly, and knock enemies Prone&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oath Spells ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Corsairs Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oath Spells&lt;br /&gt;
|-&lt;br /&gt;
! Paladin Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Fog Cloud, Zephyr Strike, Identify, Armor of Ice&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Arcane Lock, Warding Wind, Knell of the Depths, Knock, Locate Object&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Thunder Step, Tidal Wave, Lightning Bolt, Martyr’s Bargain&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Control Water, Storm Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Control Winds, Maelstrom, Holy Weapon, Water to Acid&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Corsairs Channel Divinity Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following two Channel Divinity Options:&lt;br /&gt;
*&#039;&#039;&#039;All Hands on Deck.&#039;&#039;&#039; As a Bonus Action, you can use your Channel Divinity and hold aloft your Holy Symbol and bellow an order to your crew. A number of creatures of your choice equal to your Charisma Modifier, within 30ft, that can see or hear you, can use their Reaction to move up to their Speed without provoking Opportunity Attacks.&lt;br /&gt;
*&#039;&#039;&#039;Fury of the Tides.&#039;&#039;&#039; As a Bonus Action, you can use your Channel Divinity to embody the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the Duration, when you hit a creature with a Weapon Attack, you can push that creature up to 10ft away from you. If that creature is pushed into an obstacle or another creature, the target and the object or creature it was pushed into take Bludgeoning Damage equal to your Charisma Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aura of Liberation ====&lt;br /&gt;
&#039;&#039;7th Level Oath of Corsairs Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You fill nearby creatures with the energy of movement. While you’re not Incapacitated, you and creatures of your choice within 10ft of you cannot be Grappled or Restrained, and ignore penalties to Speed and Attacks while underwater. Creatures that are already Grappled or Restrained when they enter the Aura can spend 5ft of movement to automatically escape unless they are bound by magical restraints.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fury of the Seas ====&lt;br /&gt;
&#039;&#039;15 Level Oath of Corsairs Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who strike you are punished for their mutinous actions. When a creature hits you with a Melee Attack, they take Cold, Lighting, or Thunder Damage (your choice) equal to your Charisma Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grand Captain ====&lt;br /&gt;
&#039;&#039;20th Level Oath of Corsairs Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can embody the wrath of the high seas. As a Bonus Action, you can transform, becoming terrible as a storm, gaining the following benefits for 1 minute:&lt;br /&gt;
*You are Immune to Cold, Lightning, and Thunder Damage.&lt;br /&gt;
*You can cast the Command Spell at will, without expending a Spell Slot, as a Bonus Action.&lt;br /&gt;
*When you hit a creature with a Melee Attack, that creature must make a Strength Saving Throw, being knocked Prone on a failed Save.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Oath of Crowns ==&lt;br /&gt;
The Oath of Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks. Paladins of the Crown follow these tenets:&lt;br /&gt;
*&#039;&#039;&#039;Law.&#039;&#039;&#039; The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.&lt;br /&gt;
*&#039;&#039;&#039;Loyalty.&#039;&#039;&#039; Your word is your bond. Without loyalty, oaths and laws are meaningless.&lt;br /&gt;
*&#039;&#039;&#039;Courage.&#039;&#039;&#039; You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?&lt;br /&gt;
*&#039;&#039;&#039;Responsibility.&#039;&#039;&#039; You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Crowns Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Oath Spells || 3rd || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| Channel Divinity || 3rd || You can use your Channel Divinity to taunt nearby enemies or to heal allies&lt;br /&gt;
|-&lt;br /&gt;
| Aura of Allegiance || 7th || You can take the Damage of nearby allies&lt;br /&gt;
|-&lt;br /&gt;
| Unyielding Spirit || 15th || You have Advantage against being Paralyzed and Stunned&lt;br /&gt;
|-&lt;br /&gt;
| Exalted Champion || 20th || You can transform to take less Damage, give yourself and allies Advantage on Death and Wisdom Saving Throws&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oath Spells ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Crowns Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oath Spells&lt;br /&gt;
|-&lt;br /&gt;
! Paladin Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Command, Compelled Duel, Halo of Glory&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Warding Bond, Zone of Truth, Demand Offering, Detect Thoughts, Locate Object, Silence, Air Strike Shield&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Aura of Vitality, Spirit Guardians, Battlemind Link, Instant Audience, Martyr’s Bargain, Sending&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Banishment, Guardian of Faith, Charm Monster, Death Ward&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Circle of Power, Taboo, Heavenly Pillar, Holy Weapon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Crowns Channel Divinity Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following two Channel Divinity Options:&lt;br /&gt;
*&#039;&#039;&#039;Champion Challenge.&#039;&#039;&#039; You can use your Channel Divinity as a Bonus Action to issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30ft of you must make a Wisdom Saving Throw. On a failed Save, a creature can’t willingly move more than 30ft away from you, and has Disadvantage on Attacks targeting creatures other than you. This effect ends on the creature if you are Incapacitated or die or if the creature is more than 30ft away from you.&lt;br /&gt;
*&#039;&#039;&#039;Turn the Tide.&#039;&#039;&#039; As a Bonus Action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30ft of you regains Hit Points equal to 1d6 + your Charisma Modifier if it has no more than half of its Hit Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aura of Allegiance ====&lt;br /&gt;
&#039;&#039;7th Level Oath of Crowns Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can shield others from harm at the cost of your own health. When a creature within 10ft of you takes Damage, you can use your Reaction to magically take that Damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the Damage, and this Damage can’t be reduced in any way.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unyielding Spirit ====&lt;br /&gt;
&#039;&#039;15th Level Oath of Crowns Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on Saving Throws to avoid becoming Paralyzed or Stunned.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Exalted Champion ====&lt;br /&gt;
&#039;&#039;20th Level Oath of Crowns Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:&lt;br /&gt;
*You have Resistance to Bludgeoning, Piercing, and Slashing damage from non-magical Attacks.&lt;br /&gt;
*Creatures of your choice have Advantage on Death Saving Throws while within 30ft of you.&lt;br /&gt;
*Creatures of your choice have Advantage on Wisdom Saving Throws while within 30ft of you.&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Oath of Devotion ==&lt;br /&gt;
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. Paladins of Devotion follow these tenets:&lt;br /&gt;
*&#039;&#039;&#039;Honesty.&#039;&#039;&#039; Don’t lie or cheat. Let your word be your promise.&lt;br /&gt;
*&#039;&#039;&#039;Courage.&#039;&#039;&#039; Never fear to act, though caution is wise.&lt;br /&gt;
*&#039;&#039;&#039;Compassion.&#039;&#039;&#039; Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.&lt;br /&gt;
*&#039;&#039;&#039;Honor.&#039;&#039;&#039; Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.&lt;br /&gt;
*&#039;&#039;&#039;Duty.&#039;&#039;&#039; Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Devotion Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Oath Spells || 3rd || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| Channel Divinity || 3rd || You can use your Channel Divinity to make a Weapon deal more Damage and shine or make Highlings and Undead run away&lt;br /&gt;
|-&lt;br /&gt;
| Aura of Devotion || 7th || You and nearby allies can&#039;t be Charmed&lt;br /&gt;
|-&lt;br /&gt;
| Purity of Spirit || 15th || You gain a permanent version of the Protection from Evil and Good Spell&lt;br /&gt;
|-&lt;br /&gt;
| Holy Nimbus || 20th || You can transform to emit light, deal Damage to enemies in the light, and be better at resisting the Spells of Highlings and Undead&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oath Spells ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Devotion Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oath Spells&lt;br /&gt;
|-&lt;br /&gt;
! Paladin Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Protection from Evil and Good, Sanctuary, Ceremony, Bless&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Lesser Restoration, Zone of Truth, Aid, Prayer of Healing&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Beacon of Hope, Dispel Magic, Healing Wave, Life Transference, Martyr’s Bargain, Motivational Speech, Sending&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Freedom of Movement, Guardian of Faith, Greater Restoration, Holy Glare, Life Spring&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Commune, Flame Strike, Dispel Evil and Good, Fingers of Lightning, Greater Restoration, Heavenly Pillar, Mass Cure Wounds, Shining Armor &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Devotion Channel Divinity Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following two Channel Divinity Options:&lt;br /&gt;
*&#039;&#039;&#039;Sacred Weapon.&#039;&#039;&#039; As an Action, you can imbue one Weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma Modifier to Attack Rolls made with that Weapon. The Weapon also emits Bright Light to a Range of 20ft and Dim Light an additional 20ft. If the Weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other Action. If you are no longer holding or carrying this Weapon, or if you fall Unconscious, this effect ends.&lt;br /&gt;
*&#039;&#039;&#039;Turn the Unholy.&#039;&#039;&#039; As an Action, you present your Holy Symbol and speak a prayer censuring Highlings and Undead, using your Channel Divinity. Each Highling or Undead that can see or hear you within 30ft of you must make a Wisdom Saving Throw. If the creature fails its Saving Throw, it is Turned for 1 minute or until it takes damage. A Turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aura of Devotion ====&lt;br /&gt;
&#039;&#039;7th Level Oath of Devotion Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You and creatures of your choice within 10ft of you can’t be Charmed if you aren&#039;t Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Purity of Spirit ====&lt;br /&gt;
&#039;&#039;15th Level Oath of Devotion Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are always under the effects of the Protection From Evil and Good Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Holy Nimbus ==== &lt;br /&gt;
&#039;&#039;20th Level Oath of Devotion Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can emanate an aura of sunlight. For 1 minute, Bright Light shines from you in a 30ft Radius, and Dim Light an additional 30ft. While this Nimbus is active, you gain the following benefits:&lt;br /&gt;
*Whenever a creature of your choice starts its turn in the Bright Light emitted by this feature, the creature takes 10 Radiant Damage.&lt;br /&gt;
*You have Advantage on Saving Throws against Spells cast by Highlings or Undead.&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Oath of Dynamism ==&lt;br /&gt;
The Oath of Dynamism is an ideology of rapid, constant change. Those who swear to the oath of dynamism find their divine magic manifesting as light, lightning, and magnetism. Some are warriors of the storm, channeling the raw electric power of lightning into their weapons and armor. Others are pragmatic, modern sentinels of a coming future, ensuring that the march of progress isn&#039;t interrupted by those ignorantly afraid of a changing world. Most paladins who swear to this oath are chaotic in alignment, with a strong tendency toward neutrality and self-determination. Paladins of Dynamism follow these tenets:&lt;br /&gt;
*&#039;&#039;&#039;Take Swift Action.&#039;&#039;&#039; Like lightning itself, you must never hesitate to take needed action. Deliberation and planning are nothing more than excuses for tardiness.&lt;br /&gt;
*&#039;&#039;&#039;Never Stay Idle.&#039;&#039;&#039; Like neglected metal leads to rust and decay, you know idleness only leads to weakness and spiritual immobility. Doing nothing is only for those who can&#039;t do anything.&lt;br /&gt;
*&#039;&#039;&#039;Embrace the Changing Future.&#039;&#039;&#039; You must be ready — and perhaps even eager — to discard old traditions as the world changes around you. The world will always change, just as all energy changes forms.&lt;br /&gt;
*&#039;&#039;&#039;Be Decisive, But Flexible.&#039;&#039;&#039; You must be confident in your choices once you have made them. But should you learn you are definitely going in the wrong direction, be quick to shift to a new unwavering path, just as lightning does when it arcs and dances.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dynamism Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Oath Spells || 3rd || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| Channel Divinity || 3rd || You can use your Channel Divinity to protect your allies from Lightning, Radiant, and Thunder Damage and deal that Damage later or to deal additional Lightning Damage with your Divine Smite&lt;br /&gt;
|-&lt;br /&gt;
| Aura of Induction || 7th || You and nearby allies have Resistance to Lightning Damage and deal extra Lightning Damage&lt;br /&gt;
|-&lt;br /&gt;
| Static Charge || 15th || You deal more Lightning Damage with Spells, and deal extra Lightning Damage after you use Divine Smite&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field || 20th || You can transform to harry Attacks made with metal Weapons, fly, slow metallic enemies, and push enemies around and knock them Prone&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oath Spells ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Dynamism Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oath Spells&lt;br /&gt;
|-&lt;br /&gt;
! Paladin Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Sudden Spark, Thunderwave, Magnify Gravity, Thinderous Smite, Witch Bolt&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Branding Smite, Jolt of Pain, Gale Weapons, Shatter, Call Lightning&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Lightning Arrow, Lightning Bolt&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Holy Glare, Sickening Radiance, Control Water, Cyclone, Destructive Resonance, Storm Sphere, Wind Funnel&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Destructive Wave, Fingers of Lightning, Control Winds, Blazing Thunderbolt Struke&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Dynamism Channel Divinity Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following two Channel Divinity Options:&lt;br /&gt;
*&#039;&#039;&#039;Convert Energy.&#039;&#039;&#039; When a creature or object within 60ft of you takes Lightning, Radiant, or Thunder Damage, you can absorb the energy as a Reaction, using your Channel Divinity. You reduce the Damage taken by an amount equal to 5 x your Paladin Level, the target also gains Resistance to Lightning, Radiant, or Thunder Damage (your choice) until the end of your next turn. The first time you hit with a Melee Weapon Attack or roll Thunder or Lightning Damage for a Spell before the end of your next turn, you deal extra Lightning Damage to one target equal to your Paladin Level.&lt;br /&gt;
*&#039;&#039;&#039;Divine Conduit.&#039;&#039;&#039; When you use your Divine Smite feature, you can use your Channel Divinity to convert the Divine Smite&#039;s Radiant Damage to Lightning Damage. This Smite&#039;s Damage is increased by 2d8 and ignores Resistance to Lightning Damage.&lt;br /&gt;
:The next time the target of this Divine Smite hits you with a Melee Attack, you regain a use of your Channel Divinity feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aura of Induction ====&lt;br /&gt;
&#039;&#039;7th Level Oath of Dynamism Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an Aura like a static field around you and your allies. While you are not Unconscious, you and creatures of your choice within 10ft of you have Resistance to Lightning Damage. Also, when a creature of your choice in your Aura hits with a Weapon Attack, it deals additional Lightning Damage equal to your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Static Charge ====&lt;br /&gt;
&#039;&#039;15th Level Oath of Dynamism Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can add your Charisma Modifier to the Lightning Damage of Paladin Spells that you cast. In addition, whenever you use your Divine Smite feature, you are charged with electricity and deal 2d8 Lightning Damage to the next creature you hit with a Weapon Attack and any creature Grappling you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Field ====&lt;br /&gt;
&#039;&#039;20th Level Oath of Dynamism Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically surround yourself in a barrier of magnetic force as an Action. For 1 minute, you have a magnetic field that extends 30ft out from you, granting you the following benefits:&lt;br /&gt;
*Weapon attacks made using metal Weapons or ammunition have Disadvantage if they pass through the area or if their target is within the area.&lt;br /&gt;
*You have a 30ft Flying Speed while you are wearing metal Armor.&lt;br /&gt;
*Earth Elementals, metal Constructs, and creatures of your choice wearing metal Armor in the area have Slowed 2.&lt;br /&gt;
*As a Bonus Action on your turn, you can buffet one creature of your choice in the area that you can see with magnetic energy, forcing it to make a Strength Saving Throw. If the target is wearing metal Armor or it is an earth Elemental or metal Construct, it also has Disadvantage on the Saving Throw. On a failed Save, the target is knocked Prone and you can push it up to 10ft in any direction of your choice.&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Oath of Glory ==&lt;br /&gt;
Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls. Paladins of Glory follow these tenets:&lt;br /&gt;
*&#039;&#039;&#039;Actions over Words.&#039;&#039;&#039; Strive to be known by glorious deeds, not words.&lt;br /&gt;
*&#039;&#039;&#039;Challenges Are But Tests.&#039;&#039;&#039; Face hardships with courage, and encourage your allies to face them with you.&lt;br /&gt;
*&#039;&#039;&#039;Hone the Body.&#039;&#039;&#039; Like raw stone, your body must be worked so its potential can be realized.&lt;br /&gt;
*&#039;&#039;&#039;Discipline the Soul.&#039;&#039;&#039; You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Glory Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Oath Spells || 3rd || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| Channel Divinity || 3rd || You can use your Channel Divinity to greatly improve your athleticism or give your allies Temporary Hit Points with your Divine Smite&lt;br /&gt;
|-&lt;br /&gt;
| Aura of Alacrity || 7th || You and nearby allies are faster&lt;br /&gt;
|-&lt;br /&gt;
| Glorious Defense || 15th || You can protect yourself and nearby allies, and hit enemies that would Attack your or your allies&lt;br /&gt;
|-&lt;br /&gt;
| Living Legend || 20th || You can transform to look awesome, hit when you would miss, and reroll Saving Throws&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oath Spells ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Glory Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oath Spells&lt;br /&gt;
|-&lt;br /&gt;
! Paladin Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Guiding Bolt, Heroism, Bless, Halo of Glory&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Enhance Ability, Magic Weapon, Spiritual Weapons&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Haste, Protection From Energy, Martyr’s Bargain, Motivational Speech, Sending&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Compulsion, Freedom of Movement, Guardian of Faith&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Commune, Flame Strike, Aura of the Unremarkable, Greater Restorarion, Heavenly Pillar, Holy Weapon, Mass Cure Wounds&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Glory Channel Divinity Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following two Channel Divinity Options:&lt;br /&gt;
*&#039;&#039;&#039;Peerless Athlete.&#039;&#039;&#039; As a Bonus Action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) Checks, you can carry, push, drag, and lift twice as much weight as normal, and the distance of your long and high jumps increases by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Inspiring Smite.&#039;&#039;&#039; Immediately after you deal Damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a Bonus Action and distribute Temporary Hit Points to creatures of your choice within 30ft of you. The total number of Temporary Hit Points equals 2d8 + your Paladin Level, divided among the chosen creatures however you like.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aura of Alacrity ====&lt;br /&gt;
&#039;&#039;7th Level Oath of Glory Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. While you aren&#039;t Incapacitated, your Speed and Speed of all creatures of your choice within 10ft of you increases by 10ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Glorious Defense ====&lt;br /&gt;
&#039;&#039;15th Level Oath of Glory Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can turn defense into a sudden strike. When you or another creature you can see within 10ft of you is hit by an Attack, you can use your Reaction to grant a bonus to the target’s AC against that Attack. The bonus equals your Charisma Modifier. If the Attack misses, you can make one Weapon Attack against the Attacker as part of this Reaction, provided the attacker is within your Weapon’s Range.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Living Legend ====&lt;br /&gt;
&#039;&#039;20th Level Oath of Glory Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a Bonus Action, you gain the following benefits for 1 minute:&lt;br /&gt;
*You are blessed with an otherworldly presence, gaining Advantage on all Charisma Checks.&lt;br /&gt;
*Once on each of your turns when you miss on a Weapon Attack, you can cause that Attack to hit instead.&lt;br /&gt;
*If you fail a Saving Throw, you can use your Reaction to reroll it. You must use this new roll.&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Oath of Inquisition ==&lt;br /&gt;
Truth. All dedicated paladins who become Inquisitors have the same goal: reveal what is hidden, and purge the planes of those who obscure the truth. Those who swear this Oath will stop at nothing to accomplish their goals, and no matter how ruthless their actions, they believe they are justified.&amp;lt;br&amp;gt;&lt;br /&gt;
Above all else they despise creatures that hide their true intentions or forms. Highling, fey, aberration, or monstrosity; it matters not to the Inquisitor paladin. Any creature, no matter its goals, that uses its power to deceive mortals, has forfeited their life. Paladins of the Inquisition follow these tenets:&lt;br /&gt;
*&#039;&#039;&#039;Absolute Truth.&#039;&#039;&#039; The truth is out there, and you must do whatever it takes to bring it to light. Those who obscure the truth deserve punishment, and you will deliver that justice.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Immutable Forms.&#039;&#039;&#039; All creatures of the world have a natural form. Those that would seek to physically alter their form or obscure it with magic must be reprimanded.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Swift Retribution.&#039;&#039;&#039; Those who break the laws of the multiverse deserve a punishment to fit their crime. A thief may lose a hand, but an Oathless may forfeit their life.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Inquisition Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Oath Spells || 3rd || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| Channel Divinity || 3rd || You can use your Channel Divinity to make a creature worse against your Spells or improve the Initiative Rolls of you and your allies&lt;br /&gt;
|-&lt;br /&gt;
| Aura of Inquisition || 7th || Nearby enemies are worse at Stealth and can&#039;t be Invisible&lt;br /&gt;
|-&lt;br /&gt;
| Iron Will || 15th || You&#039;re Immune to Charm and Attack enemies that try Charm you&lt;br /&gt;
|-&lt;br /&gt;
| Grand Inquisitor || 20th || You can transform to get Truesight, know nearby lies, reveal shapeshifters and illusions, and deal additional Damage to foes with a different alignment&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oath Spells ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Inquisition Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oath Spells&lt;br /&gt;
|-&lt;br /&gt;
! Paladin Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Charm Person, Command, Faerie Fire&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Moonbeam, Zone of Truth, Detect Thoughts, Knock, Locate Object, Ray of Enfeeblement, See Infusibility, Silence, Suggestion, They Know&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Clairvoyance, Magic Circle, Anticipate Thoughts, Battle Trance, Fear, Glassee, Slow&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Arcane Eye, Charm Monster, Banish, Compulsion, Locate Creature, Lost Legacy, Psychic Lance&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Legend Lore, Scrying, Aura of the Unremarkable, Babble, Dominate Person, Holy Weapon, Modify Memory&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Inquisition Channel Divinity Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following two Channel Divinity Options:&lt;br /&gt;
*&#039;&#039;&#039;Divine Interrogation.&#039;&#039;&#039; As an Action you can use your Channel Divinity to grasp your Holy Symbol and force a creature you can see within 10ft, to make a Charisma Saving Throw. On a failed Save, you learn the True Name of the creature and it has Disadvantage on the first Intelligence, Wisdom, or Charisma Saving Throw you force it to make within the next minute.&lt;br /&gt;
*&#039;&#039;&#039;Unexpected Inquisition.&#039;&#039;&#039; When you roll Initiative at the start of combat, you can use your Channel Divinity to raise your Holy Symbols granted expedience to your allies. You and creatures of your choice within 15ft of you gain Advantage on that Initiative Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aura of Inquisition ====&lt;br /&gt;
&#039;&#039;7th Level Oath of Inquisition Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You do not tolerate those who would stand in the way of your quest for truth. Creatures of your choice within 10ft of you have Disadvantage on Dexterity (Stealth) Checks and don&#039;t gain a benefit from being Invisible.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Iron Will ====&lt;br /&gt;
&#039;&#039;15th Level Oath of Inquisition Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have honed your mind to resist any effects that would restrict your agency or obscure the truth for you. You are Immune to the Charmed Condition and when you succeed on a Saving Throw that would attempt to Charm you, you can use your Reaction to move a number of feet equal to half your Walking Speed and make a Single Weapon Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grand Inquisitor ====&lt;br /&gt;
&#039;&#039;20th Level Oath of Inquisition Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action to become a divine embodiment of absolute Truth and Law. When you do so, you gain the benefits listed below for one minute:&lt;br /&gt;
*You gain Truesight out to a Range of 120ft.&lt;br /&gt;
*You know a lie, both verbal and non-verbal, when you see or hear it.&lt;br /&gt;
*All shapechangers within 30ft of you revert to their true form and illusions within 30ft of you are dispelled.&lt;br /&gt;
*When you hit a creature with a different alignment than yours or that is not in its true form with an Attack, that creature reverts to its original form and takes an additional 2d8 Radiant Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Oath of Light ==&lt;br /&gt;
Paladins who take the Oath of Light strive to become a beacon of hope in a world filled with darkness. Wielding the light as a source of divine power, they nurture their allies as they strike back against suffering and despair. Paladins of the Light follow these tenets:&lt;br /&gt;
*&#039;&#039;&#039;Gather for Rest.&#039;&#039;&#039; Keep yourself healthy and surround yourself with those that care for each other&#039;s wellbeing.&lt;br /&gt;
*&#039;&#039;&#039;Lead and Follow.&#039;&#039;&#039; Know when your guidance is needed,  and listen to those who have something to teach you.&lt;br /&gt;
*&#039;&#039;&#039;Nurture the Flame.&#039;&#039;&#039; Help others excel, so that they may carry your light with them into the world.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Light Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Oath Spells || 3rd || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| Channel Divinity || 3rd || You can use your Channel Divinity to make nearby objects shine and use that light to cast your buffing Spells better or to Blind and Damage enemies&lt;br /&gt;
|-&lt;br /&gt;
| Aura of Light || 7th || You produce daylight and your allies can Help as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| Protective Blessings || 15th || You can give your allies Temporary Hit Points with your buffing Spells&lt;br /&gt;
|-&lt;br /&gt;
| Radiance of the Sun || 20th || You can transform to emit light, allow allies to Help as a Bonus Action, make your single target buffing Spells more powerful, and Blind enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oath Spells ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Light Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oath Spells&lt;br /&gt;
|-&lt;br /&gt;
! Paladin Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Cure Wounds, Faerie Fire, Bless, Flash, Halo of Glory, Identify, Shield or Faith&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Enhance Ability, Continual FlameAid, Bestow Proficiency, Calm Emotions, Continual Flame, Flame Blade, Lesser Restoration, Moonbeam, Pyrotechnics&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Beacon of Hope, Daylight, Ashen Path, Bite the Hand, Blinding Smite, Crusader’s Mantle, Discovery Torch, Haste, Healing Wave, Motivational Speech, Life Transference, Mass Healing Word&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Aura of Purity, Freedom of Movement, Death Ward, Fire Shield, Greater Renewal, Life Spring, Sickening Radiance, Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Dawn, Wall of Light, Blazing Thunderbolt Strike, Flame Strike, Greater Restoration, Heavenly Pillar, Holy Weapon, Immolation, Rejuvenate, Shining Armor, Sun Flower, Telepathic Bond&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Light Channel Divinity Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following two Channel Divinity Options:&lt;br /&gt;
*&#039;&#039;&#039;Glorious Radiance.&#039;&#039;&#039; As an Action, you can use your Channel Divinity to imbue a number of objects being worn or carried by wiling creatures within 30ft of you equal to your Charisma Modifier with light. For the next 10 minutes, the objects shed Bright Light out to a Range of 30ft, and Dim Light an additional 30ft. The light can be colored as you like, and acts as daylight. Completely covering an object with something opaque blocks the Light, and you can end the effect as an Action. While you are in the Bright Light emitted by one of these objects, you can use that Bright Light as a Paladin Spellcasting Focus without needing to hold it in one of your hands. Additionally, when you cast a Paladin Spell that targets a single willing creature other than you while you are in the Bright Light, you can target an additional willing creature that is in that Bright Light or a connected Radius of Bright Light.&lt;br /&gt;
*&#039;&#039;&#039;Blinding Glory&#039;&#039;&#039; As an Action, you can use your Channel Divinity to flash in a glorious display. All creatures of your choice within 30ft of you must make a Constitution Saving Throw. On a failed Save, a creature is Blinded until the end of your next turn and takes Radiant Damage equal to your Paladin Level. Additionally, any creature of your choice that is Possessed or Dominated that fails the Save has that effect ended.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aura of Light ====&lt;br /&gt;
&#039;&#039;7th Level Oath of Light Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You begin shining gloriously to comfort and assist your friends. You give off Bright Light out to a certain Range. As an Action, you can set the distance of this Range and change the color of the light, and it acts as daylight. The minimum distance of the Range is 0ft, and the maximum is 10ft. You also shed Dim Light of the same color for an additional number of feet equal to the Range of Bright Light. Creatures of your choice in the Bright Light can take the Help Action as a Bonus Action.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 18th Level in this class, the maximum Range of this Bright Light increases to 30ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Protective Blessings ====&lt;br /&gt;
&#039;&#039;15th Level Oath of Light Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a Spell of 1st Level or higher that targets one or more other willing creatures, each of those creatures gain a number of Temporary Hit Points equal to your Charisma Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Radiance of the Sun ====&lt;br /&gt;
&#039;&#039;20th Level Oath of Light Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You undergo a transformation and embody the pure light of the sun as a Bonus Action. You gain the following benefits for 1 minute:&lt;br /&gt;
*You emit Bright Light out to a Range of 120ft and Dim Light an additional 120ft. All creatures of your choice in this Bright Light gain the benefits of all of your Aura features.&lt;br /&gt;
*Whenever you cast a Paladin Spell of 4th Level or lower that targets one willing creature other you, that Spell is instead cast at 5th Level.&lt;br /&gt;
*Whenever you cast a Paladin Spell, all creatures of your choice within 120ft of you make a Constitution Saving Throw against your Spell Save DC. On a failed Save, a creature is Blinded until the end of your next turn.&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Oath of Purification ==&lt;br /&gt;
In a world teeming with evil and darkness, some crusaders find that revealing evil by the light of day is not enough to stop it — evil must be purged to ashes itself. A growing respect for the cleansing power of divine fire leads these warriors to the Oath of Purification. Known for leading torch-wielding mobs, organizing ruthless inquisitions, and putting evil to the pyre, these paladins are devoted to purity by flame. Paladins of purification follow these tenets:&lt;br /&gt;
*&#039;&#039;&#039;Banish the Darkness.&#039;&#039;&#039; With darkness comes terror, and with the light of fire comes courage. The purity of my purpose must drive out the uncertainty, fear, and doubt I encounter.&lt;br /&gt;
*&#039;&#039;&#039;Cleanse All, Even Oneself.&#039;&#039;&#039; Evil and corruption must be cleansed at every turn, no matter the cost. If evil is given time to fester, it will spread like a cancer. If corruption takes hold within my heart, it too must be cleansed before anything else.&lt;br /&gt;
*&#039;&#039;&#039;Leave No Trace of the Evil.&#039;&#039;&#039; If those who come after can glean the truth of my enemies&#039; evil from the ashes I leave, it means the ashes were not burned enough. Justice, sagacity, honesty, and all other such concerns are secondary to cleansing evil so thoroughly that it is completely forgotten.&lt;br /&gt;
*&#039;&#039;&#039;Purity Only Through Pain.&#039;&#039;&#039; There is no painless method for cleansing corruption, even within myself. Those who seek to purify without causing pain will fail to purify anything.&lt;br /&gt;
*&#039;&#039;&#039;Share the Flame.&#039;&#039;&#039; As one torch can light another, my righteous flame of purity can inspire others who are not yet corrupted to take up my cause, and I will lead those with smaller flames until they grow like a blazing beacon against the night.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Purification Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Oath Spells || 3rd || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| Channel Divinity || 3rd || You can use your Channel Divinity to become on fire that emits light deals Damage to enemies or to end Conditions on a target and set them on fire&lt;br /&gt;
|-&lt;br /&gt;
| Aura of Warmth || 7th || You and nearby allies have Resistance to Cold, Fire, and Poison Damage&lt;br /&gt;
|-&lt;br /&gt;
| Purge by Fire || 15th || You can cast Dispel Magic for free when you deal Fire Damage&lt;br /&gt;
|-&lt;br /&gt;
| Eradicating Flame || 20th || You can set fire to a Weapon, it emits light, Attacks Better, deals extra Damage, and burns targets&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oath Spells ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Purification Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oath Spells&lt;br /&gt;
|-&lt;br /&gt;
! Paladin Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Burning Hands, Searing Smite, Hex, Bane&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Continual Flame, Heat Metal, Flame Blade, Ashen Memory, Scorching Ray, Fireball&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Daylight, Minute Meteors, Draconic Stride, Fear, Slow&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Fire Shield, Wall of Fire, Charm Monster, Heat Wave, Holy Glare, Steam Strike, Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Flame Strike, Greater Restoration, Dawn, Blazing Thunderbolt Strike, Flame Strike, Holy Weapon, Immolation, Sun Flower&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Purification Channel Divinity Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following two Channel Divinity Options:&lt;br /&gt;
*&#039;&#039;&#039;Cloaked in Fire.&#039;&#039;&#039; You can use your Channel Divinity to wreathe yourself in magical golden flames. As an Action, you become surrounded with fire that scorches your foes without harming you or your equipment. Every creature of your choice within 10ft of you must make a Dexterity Saving Throw. On a failed Save, a creature takes Fire Damage equal to 2d6 + half your Paladin Level, or half as much Damage on a successful Save. Until the start of your next turn, the flames continue to burn, shedding Bright Light out to a Range of 20ft, and Dim Light an additional 20ft, and each enemy creature that ends its turn within 10ft of you takes Fire Damage equal to 2d6 + half your Paladin Level.&lt;br /&gt;
*&#039;&#039;&#039;Purifying Flames.&#039;&#039;&#039; You can use your Channel Divinity as an Action to touch a creature with your Holy Symbol and wreath it in purifying fire. The creature loses the Blinded, Charmed, Deafened, Frightened, and Poisoned conditions. For each Condition the target loses, it gains Burning 1 (Fire).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aura of Warmth ====&lt;br /&gt;
&#039;&#039;7th Level Oath of Purification Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an aura of warmth that tempers flame, banishes cold, and purifies toxins. While you are conscious, you and friendly creatures within 10ft of you have Resistance to Cold, Fire, and Poison Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Purge by Fire ====&lt;br /&gt;
&#039;&#039;15th Level Oath of Purification Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you deal Fire Damage with a Spell or Paladin feature to a creature you can see within 120ft of you, you can cast the Dispel Magic Spell on that creature without using an Action, expending a Spell Slot, or requiring Components. You can do this even if you do not have the Dispel Magic Spell Prepared. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eradicating Flame ====&lt;br /&gt;
&#039;&#039;20th Level Oath of Purification Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action to ignite one Weapon you are holding with divine flame. For the next 10 minutes, while you are holding the Weapon, it is magical and engulfed in roaring golden fire. The fire sheds Bright Light out to a Range of 20ft and Dim Light an additional 20ft. The fire doesn&#039;t harm you or your equipment and cannot be extinguished by normal means.&amp;lt;br&amp;gt;&lt;br /&gt;
Melee Attacks you make using the flaming Weapon have Advantage. When you hit on an Attack using the flaming Weapon, the Attack deals an extra 1d10 Fire Damage and 1d10 Radiant Damage, and if the target is flammable or is a creature, it gains Burning 2 (Fire). If Damage from the Attack or the Burning kills a target, the target is turned to ash.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Oath of Redemption ==&lt;br /&gt;
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.&lt;br /&gt;
While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption. Paladins of Redemption follow these tenets:&lt;br /&gt;
*&#039;&#039;&#039;Peace.&#039;&#039;&#039; Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.&lt;br /&gt;
*&#039;&#039;&#039;Innocence.&#039;&#039;&#039; All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.&lt;br /&gt;
*&#039;&#039;&#039;Patience.&#039;&#039;&#039; Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.&lt;br /&gt;
*&#039;&#039;&#039;Wisdom.&#039;&#039;&#039; Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Redemption Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Oath Spells || 3rd || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| Channel Divinity || 3rd || You can use your Channel Divinity to be better at Persuasion or to deal Damage to those that Attack your allies&lt;br /&gt;
|-&lt;br /&gt;
| Aura of the Guardian || 7th || You can take the Damage of nearby allies&lt;br /&gt;
|-&lt;br /&gt;
| Protective Spirit || 15th || You constantly heal when below half health&lt;br /&gt;
|-&lt;br /&gt;
| Emissary of Redemption || 20th || You have Resistance to all Damage and deal Damage when a creature hurts you, you lose this against a creature if you harm it&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oath Spells ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Redemption Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oath Spells&lt;br /&gt;
|-&lt;br /&gt;
! Paladin Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Sanctuary, Sleep, Ceremony, Bless&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Calm Emotions, Hold Person, Enhance Ability, Suggestion, Air Strike Shield&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Counterspell, Hypnotic Pattern, Life Transference, Martyr’s Bargain, Motivational Speech&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Resilient Sphere, Stoneskin, Charm Monster&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Hold Monster, Wall of Force, Heavenly Pillar, Holy Weapon, Mass Cure Wounds, Telepathic Bond&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Redemption Channel Divinity Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following two Channel Divinity Options:&lt;br /&gt;
*&#039;&#039;&#039;Emissary of Peace.&#039;&#039;&#039; As a Bonus Action you can use your Channel Divinity to augment your presence with divine power, granting yourself a +5 bonus to Charisma (Persuasion) Checks you make for the next 10 minutes.&lt;br /&gt;
*&#039;&#039;&#039;Rebuke the Violent.&#039;&#039;&#039; You can use your Channel Divinity to rebuke those who use violence. Immediately after an a creature within 30ft of you deals Damage with an Attack against a creature other than you, you can use your Reaction to force the Attacker to make a Wisdom Saving Throw. On a failed Save, the Attacker takes Radiant Damage equal to the Damage it dealt on its Attack. On a successful Save, it takes half as much Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aura of the Guardian ====&lt;br /&gt;
&#039;&#039;7th Level Oath of Redemption Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can shield others from harm at the cost of your own health. When a creature within 10ft of you takes Damage, you can use your Reaction to magically take that Damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the Damage, and this Damage can’t be reduced in any way.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Protective Spirit ====&lt;br /&gt;
&#039;&#039;15th Level Oath of Redemption Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A holy presence mends your wounds in battle. You regain Hit Points equal to 1d6 + half your Paladin Level if you end your turn in combat with fewer than half of your Hit Points remaining and you aren’t Incapacitated.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Emissary of Redemption ====&lt;br /&gt;
&#039;&#039;20th Level Oath of Redemption Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You become an avatar of peace, which gives you two benefits:&lt;br /&gt;
*You have Resistance to all Damage dealt by other creatures.&lt;br /&gt;
*Whenever a creature hits you with an Attack, it takes Radiant Damage equal to half the Damage you took from the Attack.&lt;br /&gt;
If you Attack a creature, cast a Spell on it, or deal Damage to it by any means but this feature, neither benefit works against that creature until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Oath of Vengeance ==&lt;br /&gt;
The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the Three, when a thieves’ guild grows too violent and powerful, when a rogue drake rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice. Paladins of Vengeance follow these tenets:&lt;br /&gt;
*&#039;&#039;&#039;Fight the Greater Evil.&#039;&#039;&#039; Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.&lt;br /&gt;
*&#039;&#039;&#039;No Mercy for the Wicked.&#039;&#039;&#039; Ordinary foes might win my mercy, but my sworn enemies do not.&lt;br /&gt;
*&#039;&#039;&#039;By Any Means Necessary.&#039;&#039;&#039; My qualms can’t get in the way of exterminating my foes.&lt;br /&gt;
*&#039;&#039;&#039;Restitution.&#039;&#039;&#039; If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Vengeance Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Oath Spells || 3rd || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| Channel Divinity || 3rd || You can use your Channel Divinity to freeze Highlings and Undead with fear or to mark a foe for death&lt;br /&gt;
|-&lt;br /&gt;
| Relentless Avenger || 7th || When you hit on an Opportunity Attack you can move for free without provoking Opportunity Attacks&lt;br /&gt;
|-&lt;br /&gt;
| Soul of Vengeance || 15th || When a foe you mark for death with your Channel Divinity Attacks, you can Attack it&lt;br /&gt;
|-&lt;br /&gt;
| Avenging Angel || 20th || You can transform to fly, Frighten enemies, and be better at Attacking Frightened enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oath Spells ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Vengeance Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oath Spells&lt;br /&gt;
|-&lt;br /&gt;
! Paladin Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Bane, Hunter’s Mark, Compelled Duel, Hex, Hellish Rebuke&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Hold Person, Misty Step, Blood Biography&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Haste, Protection from Energy, Barrow Haze, Slow&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Banishment, Dimension Door, March of Blades, Maroon&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Hold Monster, Scrying, Heavenly Pillar&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Vengeance Channel Divinity Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following two Channel Divinity Options:&lt;br /&gt;
*&#039;&#039;&#039;Abjure Enemy.&#039;&#039;&#039; As an Action, you present your Holy Symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60ft of you that you can see. That creature must make a Wisdom Saving Throw, unless it is Immune to being Frightened. Highlings and Undead have Disadvantage on this Saving Throw. On a failed Save, the creature is Frightened of you for 1 minute or until it takes any Damage. While Frightened in this way, the creature’s speed is reduced to 0, and it can’t benefit from any bonus to its Speed. On a successful Save, the creature’s Speed is halved for 1 minute or until the creature takes any Damage.&lt;br /&gt;
*&#039;&#039;&#039;Vow of Enmity.&#039;&#039;&#039; As a Bonus Action, you can utter a vow of enmity against a creature you can see within 10ft of you, using your Channel Divinity. You gain Advantage on Attack Rolls against that creature for 1 minute or until it drops to 0 Hit Points or falls Unconscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Relentless Avenger ====&lt;br /&gt;
&#039;&#039;7th Level Oath of Vengeance Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an Opportunity Attack, you can move up to half your Speed immediately after the Attack and as part of the same Reaction. This movement doesn’t provoke Opportunity Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 18th Level in this class, you can move up to your Speed as part of this Reaction instead of half your Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Soul of Vengeance ====&lt;br /&gt;
&#039;&#039;15th Level Oath of Vengeance Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The authority with which you speak your Vow of Enmity Channel Divinity Options gives you greater power over your foe. When a creature under the effect of your Vow of Enmity Channel Divinity Option makes an Attack, you can use your Reaction to make a Melee Weapon Attack against that creature if it is within Range.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Avenging Angel ====&lt;br /&gt;
&#039;&#039;20th Level Oath of Vengeance Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can assume the form of an angelic avenger. Using your Bonus Action, you undergo a transformation. For 1 hour, you gain the following benefits:&lt;br /&gt;
*Wings sprout from your back and grant you a Flying Speed of 60ft.&lt;br /&gt;
*You emanate an aura of menace in a 30ft Radius. The first time a creature of your choice enters the aura or starts its turn there during combat, that creature must succeed on a Wisdom Saving Throw or become Frightened of you for 1 minute or until it takes any Damage. Attack Rolls against the Frightened creature have Advantage.&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Oath of Watchers ==&lt;br /&gt;
The Oath of Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.&lt;br /&gt;
Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle. Paladins of the Watch follow these tenets:&lt;br /&gt;
*&#039;&#039;&#039;Vigilance.&#039;&#039;&#039; The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.&lt;br /&gt;
*&#039;&#039;&#039;Loyalty.&#039;&#039;&#039; Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.&lt;br /&gt;
*&#039;&#039;&#039;Discipline.&#039;&#039;&#039; You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Watchers Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Oath Spells || 3rd || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| Channel Divinity || 3rd || You can use your Channel Divinity to buff your allies Saving Throws or to make Aberrations, Elementals, Fey, and Highlings, run away&lt;br /&gt;
|-&lt;br /&gt;
| Aura of the Sentinel || 7th || You and nearby allies are better at Initiative Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Vigilant Rebuke || 15th || You can deal Damage to enemies that force Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| Mortal Bulwark || 20th || You can transform to get Truesight, be better at Attacking Aberrations, Elementals, Fey, and Highlings, and banish foes you hit&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oath Spells ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Watchers Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oath Spells&lt;br /&gt;
|-&lt;br /&gt;
! Paladin Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Alarm, Detect Magic, Identify, Hex, Protection From Energy, Iron Spine&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Moonbeam, See Invisibility, Detect Thoughts, Iron Spine Jolt of Pain, Shadow Blade, Silence, Unspoken Name, Dispel Magic&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Counterspell, Nondetection, Bite the Hand, Clairvoyance, Glassee, Intellect Fortress&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Aura of Purity, Banishment, Arcane Eye, Locate Creature&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Hold Monster, Scrying, Banishing Smite, Dispel Evil and Good, Planar Binding&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;3rd Level Oath of Watchers Channel Divinity Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following two Channel Divinity Options:&lt;br /&gt;
*&#039;&#039;&#039;Watcher’s Will.&#039;&#039;&#039; You can use your Channel Divinity to invest your presence with the warding power of your faith. As an Action, you can choose a number of creatures you can see within 30ft of you, up to a number equal to your Charisma Modifier. For 1 minute, you and the chosen creatures have Advantage on Intelligence, Wisdom, and Charisma Saving Throws.&lt;br /&gt;
*&#039;&#039;&#039;Abjure the Extraplanar.&#039;&#039;&#039; You can use your Channel Divinity to castigate unworldly beings. As an Action, you present your Holy Symbol and each Aberration, Elemental, Fey, or Highling within 30ft of you that can hear you must make a Wisdom Saving Throw. On a failed Save, the creature is Turned for 1 minute or until it takes Damage. A Turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aura of the Sentinel ====&lt;br /&gt;
&#039;&#039;7th Level Oath of Watchers Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You emit an aura of alertness while you aren’t Incapacitated. All creatures of your choice within 10ft of you gain a bonus to their Initiative Rolls equal to your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vigilant Rebuke ====&lt;br /&gt;
&#039;&#039;15th Level Oath of Watchers Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30ft of you succeeds on an Intelligence, a Wisdom, or a Charisma Saving Throw, you can use your Reaction to deal Force Damage to the creature that forced the Saving Throw equal to 2d8 + your Charisma Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Bulwark ====&lt;br /&gt;
&#039;&#039;20th Level Oath of Watchers Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You manifest a spark of divine power in defense of the mortal realms. As a Bonus Action, you gain the following benefits for 1 minute:&lt;br /&gt;
*You gain Truesight out to a Range of 120ft.&lt;br /&gt;
*You have Advantage on Attack Rolls against Aberrations, Elementals, Fey, and Highlings.&lt;br /&gt;
*When you deal Damage to a creature with an Attack, you can also force it to make a Charisma Saving Throw against your Spell Save DC. On a failed Save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful Save, the creature can’t be banished by this feature for 24 hours.&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Oathless ==&lt;br /&gt;
Not all paladins are able to hold to their Sacred Oaths. Some break their Oath and fall into evil, becoming Blackguards, but not all who falter become paragons of evil. These paladins are known as the Oathless, those who abandon their divinely appointed cause. They wander the wilds as lost warriors, often becoming bandits and mercenaries. Some quest for purpose, some turn evil and use their power to dominate others, while others fall into despair.&amp;lt;br&amp;gt;&lt;br /&gt;
An Oathless paladin owes allegiance to no one. They hold to no tenets and are loyal to nothing but themselves. Oathless paladins are often selfish, with their own safety and power being their only concern. These lost warriors won&#039;t hesitate to obtain what they desire, even at the expense of others.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oathless Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Oath Spells || 3rd || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| Channel Divinity || 3rd || You can choose two of six Channel Divinity Options based on your shifting morality&lt;br /&gt;
|-&lt;br /&gt;
| Power of the Oathless || 7th || You can choose one of three Reactions based on your shifting morality&lt;br /&gt;
|-&lt;br /&gt;
| Fluid Protection || 15th || You are better at defending against creatures that have different values than you&lt;br /&gt;
|-&lt;br /&gt;
| Paragon of the Oathless || 20th || You can transform to gain three of nine benefits based on your shifting morality&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oath Spells ====&lt;br /&gt;
&#039;&#039;3rd Level The Oathless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oath Spells&lt;br /&gt;
|-&lt;br /&gt;
! Paladin Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Cure Wounds, Hellish Rebuke, Cause Fear, Charm Person, Cloak of Secrets, Darting Duplicates, Expeditious Retreat&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Invisibility, Crown of Madness, Alter Self, Arcanist’s Magic Aura, Calamitous Flailing, Demand Offering, Gift of Gab, Locate Object, Magic Mischief, Mirror Image, Silence&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Bestow Curse, Vampiric Touch, Blink, Clairvoyance, Enemies Abound, Fast Friends, Martyr’s Bargain, Motivational Speech, Slow&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Charm Monster, Confusion, Charlatan’s Miraculum, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Taboo, Contagion, Babble, Claim Identity, Aura of the Unermarkable, Heavenly Pillar, Mislead, Modify Memory, Telepathic Bond&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;3rd Level The Oathless Channel Divinity Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish a Long Rest, choose two of the following Channel Divinity Options to have available until you finish your next Long Rest:&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Coward&#039;s Escape.&#039;&#039;&#039; A a Bonus Action, you grasp your Holy Symbol, forcing a creature within 60ft of you that you can see to make a Wisdom Saving Throw. on a failed Save, the target cannot sense your presence in any way, ending early if you attack the creature or target it with a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Selfish Restoration.&#039;&#039;&#039; At the start of your turn you can invoke this Channel Divinity  to end one of the following Conditions currently affecting you: Charmed, Frightened, Paralyzed, Poisoned, or Stunned. Alternatively, you can choose to immediately Regain Hit Points equal to your Paladin Level + your Charisma Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Control Undead.&#039;&#039;&#039; As an Action, you target an Undead you can see within 30ft of you. That creature must make a Wisdom Saving Throw. On a failed Save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity Option again. An undead whose CR is equal to or greater than your Paladin Level is unaffected by this Channel Divinity Option.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dreadful Aspect.&#039;&#039;&#039; As an Action, you use your Channel Divinity to embody darkness and focus it into a magic burst of power. Choose any number of creatures within 30ft of you that can see you, those creatures must make a Wisdom Saving Throw, becoming Frightened of you for 1 minute on a failed Save. While Frightened in this way, a creature that is more than 30ft away from you can repeat the Save at the end of its turn, ending the effect on a successful Save.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Erratic Protection.&#039;&#039;&#039; As an Action, you can use your Channel Divinity to embody the light remaining within you to protect those who might have been scorned by your previous oath. Choose a number of creatures equal to your Charisma Modifier. Each of the chosen creatures heal a number of Hit Points equal to a number of d8s equal to your Proficiency Bonus, and gain a +2 bonus to their AC for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Vengeance of the Righteous.&#039;&#039;&#039; As a Reaction when a creature you can see imposes a Saving Throw on a creature other than you, you can use your Channel Divinity to force the target must make a Charisma Saving Throw or be Stunned until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power of the Oathless ====&lt;br /&gt;
&#039;&#039;7th Level The Oathless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have gained a specific power, that shifts as your goals, ideals, and actions shift, for without an Oath, your power is fluid like water. When you finish a Long Rest, choose one of the following features, you gain that feature until your next Long Rest:&lt;br /&gt;
*&#039;&#039;&#039;Devious Counter.&#039;&#039;&#039; You have learned to disable foes who threaten you. When a creature misses you with an Attack, you can use your Reaction to force it to make a Dexterity Saving Throw. On a failed Save, that creature is knocked Prone and its Speed is reduced to 0 until the start of your next turn.&lt;br /&gt;
:When you reach 18th Level in this class, this feature no longer needs a Reaction to be used.&lt;br /&gt;
*&#039;&#039;&#039;Power of Hate.&#039;&#039;&#039; When a Highling, Humanoid, or Undead within 30ft of you hits a creature with an Attack, you can use your Reaction to give that Attack a bonus to Damage equal to your Proficiency Bonus + your Charisma Modifier.&lt;br /&gt;
:When you reach 18th Level in this class, this feature no longer needs a Reaction to be used.&lt;br /&gt;
*&#039;&#039;&#039;Retributive Purpose.&#039;&#039;&#039; When a creature deals Damage to another creature, you can use your Reaction to force it to make a Charisma Saving Throw, on a failed Save, that creature is Blinded, Deafened, and Slowed until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
:When you reach 18th Level in this class, this feature no longer needs a Reaction to be used.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fluid Protection ====&lt;br /&gt;
&#039;&#039;15th Level The Oathless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Oathless power shifts to protect you in different ways, and guard you from assault. When a creature with a different alignment than yours deals Damage to you, you can use your Reaction to gain Resistance to all Damage Types that Attack deals Damage until the start of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Paragon of the Oathless ====&lt;br /&gt;
&#039;&#039;20th Level The Oathless Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to become the purest form of the ideals you stand for, gaining the following benefits for 1 minute:&lt;br /&gt;
*You become Invisible, emit Bright Light out to a Range of 30ft, or gain Truesight out to a Range of 30ft (your choice).&lt;br /&gt;
*You can take the Dash or Hide Action as a Bonus Action, creatures that rely on sight have Disadvantage on Attack Rolls against creatures of your choice within 30ft of you, or all creatures of your choice within 30ft of you gain a +2 Bonus to AC (your choice).&lt;br /&gt;
*When a creature within 30ft of you makes a Saving Throw, you can grant it Advantage or Disadvantage (your choice).&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
[[Varyano]], the Hobgoblin, Oath of Glory Paladin&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Level_2&amp;diff=2201</id>
		<title>Level 2</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Level_2&amp;diff=2201"/>
		<updated>2022-12-08T01:59:48Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* A-C */Added Air Strike Shield&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Level 2 ==&lt;br /&gt;
=== A-C ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Acid Arrow (Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: Instant || Components: VSM (a powdered rhubarb leaf and an adder&#039;s stomach)&lt;br /&gt;
|}&lt;br /&gt;
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d6 Acid damage immediately and 2d6 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d6 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aid (Cleric, Paladin)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Abjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny strip of white cloth)&lt;br /&gt;
|}&lt;br /&gt;
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target&#039;s hit point maximum and current hit points increase by 5 for the duration.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, a target&#039;s hit points increase by an additional 5 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Air Bubble (Druid, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 24 Hours || Components: S&lt;br /&gt;
|}&lt;br /&gt;
You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Air Strike Shield (Paladin, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A glowing, spectral shield of force springs into existence in the air at an unoccupied space you choose within range. The shield appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. The shield takes the shape of a 5-foot-by-5-foot square that is 1/4 inch thick. It lasts for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
The shield has an AC of 20, and is destroyed if it takes 10 or more damage from a single source. Nothing can physically pass through the shield. The wall also extends into the Second Ward, blocking ethereal travel through the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
As a bonus action, you can summon another identical shield, which lasts for the spell’s duration. If your turn ends and you have not summoned a new shield, the spell ends.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the shields conjured by the spell become more resilient. for each slot level above 2nd, a shield conjured by the spell can take an additional 10 damage from a single source before being destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Alter Self (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aquatic Adaptation.&#039;&#039;&#039; You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Change Appearance.&#039;&#039;&#039; You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can&#039;t appear as a creature of a different size than you, and your basic shape stays the same; if you&#039;re bipedal, you can&#039;t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Natural Weapons.&#039;&#039;&#039; You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Animal Messenger (Bard, Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action (Ritual) || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food)&lt;br /&gt;
|}&lt;br /&gt;
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as &amp;quot;a man or woman dressed in the uniform of the town guard&amp;quot; or &amp;quot;a red-haired dwarf wearing a pointed hat.&amp;quot; You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.&amp;lt;br&amp;gt;&lt;br /&gt;
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn&#039;t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Arcane Lock (Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Abjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 24 Hours || Components: VSM (gold dust worth 25GP, which the spell consumes)&lt;br /&gt;
|}&lt;br /&gt;
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Arcanist&#039;s Magic Aura (Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action (Ritual) || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 24 Hours || Components: VSM (a small square of silk)&lt;br /&gt;
|}&lt;br /&gt;
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn&#039;t being carried or worn by another creature. &amp;lt;br&amp;gt;&lt;br /&gt;
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;False Aura.&#039;&#039;&#039; You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object&#039;s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mask.&#039;&#039;&#039; You change the way the target appears to spells and magical effects that detect creature types, such as a paladin&#039;s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ashen Memory (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a bit of powdered dust)&lt;br /&gt;
|}&lt;br /&gt;
You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The DM determines the details of what is revealed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Augmenting Wall (Bard, Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V&lt;br /&gt;
|}&lt;br /&gt;
You create a wall of faintly shimmering elemental energy at a point you choose within range that is 20ft high and 20ft across. Upon casting this spell choose either acid, cold, fire, or lightning. Any attacks that pass through the augmenting wall deal additional damage of the type you chose equal to 1d6. You can also limit the wall so only attacks passing through one side of the wall are augmented while attacks passing through from the other side remain unaffected.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; If you cast this spell using a spell slot of 3rd level or higher, the additional damage increases by 1d6 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Augury (Cleric)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Minute (Ritual) || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VSM (specially marked sticks, bones, or similar tokens worth at least 25GP)&lt;br /&gt;
|}&lt;br /&gt;
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weal.&#039;&#039;&#039; for good results&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Woe.&#039;&#039;&#039; for bad results&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weal and woe.&#039;&#039;&#039; for both good and bad results&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nothing.&#039;&#039;&#039; for results that aren&#039;t especially good or bad&amp;lt;br&amp;gt;&lt;br /&gt;
The spell doesn&#039;t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.&amp;lt;br&amp;gt;&lt;br /&gt;
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Barkskin (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (a handful of oak bark)&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing creature. Until the spell ends, the target&#039;s skin has a rough, bark-like appearance, and the target&#039;s AC can&#039;t be less than 16, regardless of what kind of armor it is wearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Beanstalk (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Minute || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 24 Hours || Components: VM (a handful of beans)&lt;br /&gt;
|}&lt;br /&gt;
When casting this spell, you must plant the material components in soil. When you do, at the end of casting, a large beanstalk rises up 100ft from the ground. Its strong enough to support Huge or smaller creatures weighing no more than 2,000lbs total, and has enough handholds and footholds that it can be climbed as if it were a knotted rope (Climb DC5). At the end of the spells&#039; duration, the beanstalk withers and dies at an accelerated rate, leaving nothing more than a pile of compost.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell with a 3rd level spell slot or above, the beanstalk grows for an additional 50ft for each slot level about 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Beast Sense (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: S&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bestow Proficiency (Bard, Cleric, Paladin)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: V&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing creature. Choose a skill, tool, weapon, or language proficiency you are proficient with, the target gains proficiency with the chosen proficiency for the duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Billowing Skirt (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: V&lt;br /&gt;
|}&lt;br /&gt;
A skirt, kilt, or gown you are wearing enables you to control your fall through the air as it gloriously billows, catching the air. A creature wearing the enchanted item of clothing&#039;s rate of descent slows to 60ft per round until the spell ends. The target can move with a flying speed equal to half their movement speed and can, as part of this movement, make an Acrobatics check with a DC equal to your Spell Save DC. On a success, the target hovers in place until the start fo their next turn. If, during the duration of this spell, the target lands, they take no falling damage and can land on their feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Binding Ice (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft Cone || Duration: Instant || Components: SM (a vial of meltwater)&lt;br /&gt;
|}&lt;br /&gt;
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Blood Biography (Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: Instant || Components: VSM (a drop of blood)&lt;br /&gt;
|}&lt;br /&gt;
You learn the answer to a specific set of questions about a creature so long as you have access to at least one drop of its blood. You can cast this spell on the blood of the living or the dead, but living or undead creatures may make a Wisdom Saving Throw to resist the spell. You can cast the spell on dried or fresh blood. Once you cast the spell you learn the following about the designated creature: the name the creature is most commonly known by, the creatures gender, race, profession, role, a brief outline of the events that cause the creatures blood to be spilt to the best of the creature&#039;s knowledge, and when the creatures blood was spilled. These answers appear on any flat surface you designated, such as a wall, a piece of paper, a scroll, etc, and appear in a language you can read.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Blur (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: V&lt;br /&gt;
|}&lt;br /&gt;
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn&#039;t rely on sight, as with Blindsight, or can see through illusions, as with Truesight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Branding Smite (Paladin)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Bonus Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: V&lt;br /&gt;
|}&lt;br /&gt;
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d10 Radiant Damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. &lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Calamitous Flailing (Bard, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Round || Components: V&lt;br /&gt;
|}&lt;br /&gt;
You cause a creature&#039;s attacks to careen wildly, endangering itself and those around it. The target must make a Wisdom Saving Throw, on a failed Save the target has disadvantage on all attack rolls it makes until the end of your next turn. If one of the target&#039;s attacks misses, the target instead attacks a creature it considers friendly, targeting itself if there are no such creatures in range. Use the creatures original attack roll for this new attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Calm Emotions (Bard, Cleric)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Focus.&#039;&#039;&#039; You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suppress.&#039;&#039;&#039; You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cape of Wasps (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You summon a wasp swarm which harmlessly fills your space. The dense cloud gives Ranged Attack rolls against you disadvantage. Any creature that hits you with a Melee Attack takes 2d6 Poison Damage. You also have a Flying Speed of 20ft, however while flying, you do not gain the previous benefits of this spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cloud of Daggers (Bard, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a silver glass)&lt;br /&gt;
|}&lt;br /&gt;
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 Slashing Damage when it enters the spell’s area for the first time on a turn or starts its turn there. &lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Continual Flame (Cleric, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action (Ritual) || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled || Components: VSM (ruby dust worth 50GP, which the spell consumes)&lt;br /&gt;
|}&lt;br /&gt;
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn&#039;t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Crown of Madness (Bard, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. &amp;lt;br&amp;gt;&lt;br /&gt;
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. &amp;lt;br&amp;gt;&lt;br /&gt;
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.&lt;br /&gt;
&lt;br /&gt;
=== D-F ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Darkness (Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VM (bat fur and a drop of pitch or piece of coal)&lt;br /&gt;
|}&lt;br /&gt;
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with Darkvision can&#039;t see through this darkness, and nonmagical light can&#039;t illuminate it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the point you choose is on an object you are holding or one that isn&#039;t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
If any of this spell&#039;s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Darkvision (Bard, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: VSM (either a pinch of dried carrot or an agate)&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature treats darkness and dim light within 120 feet of it as bright light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Demand Offering (Bard, Cleric, Paladin)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: V&lt;br /&gt;
|}&lt;br /&gt;
You reach out and touch a creature holding one or more items, forcing it to make a Wisdom Saving Throw. On a failure, the target uses its reaction to hand you the objects it&#039;s holding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Detect Thoughts (Bard, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a copper piece)&lt;br /&gt;
|}&lt;br /&gt;
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn&#039;t speak any language, the creature is unaffected.&amp;lt;br&amp;gt;&lt;br /&gt;
You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature&#039;s thoughts or attempt to probe deeper into the same creature&#039;s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature&#039;s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also use this spell to detect the presence of thinking creatures you can&#039;t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can&#039;t detect a creature with an Intelligence of 3 or lower or one that doesn&#039;t speak any language.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can&#039;t see it, but it must still be within range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dive (Druid, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (fish scales and a sea shell)&lt;br /&gt;
|}&lt;br /&gt;
You touch one creature and imbue it with aquatic magic, allowing it to traverse watery environments with ease. Until the spell ends, the target gains a Swimming Speed of 60ft, it can breathe underwater, and it doesn&#039;t suffer disadvantage on attack rolls for being underwater.&amp;lt;br&amp;gt;&lt;br /&gt;
While the spell lasts, the target also has advantage on saving throws made to resist the dark lagoon, scalding sphere, and watery sphere spells, and it ignores any difficult terrain or obscurement caused by the presence of water (but not the effects of water currents)&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Draconic Scorcher (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VSM (a red dragon&#039;s scale)&lt;br /&gt;
|}&lt;br /&gt;
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dragon&#039;s Breath (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a hot pepper)&lt;br /&gt;
|}&lt;br /&gt;
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dragon&#039;s Voice (Bard, Cleric, Druid, Paladin)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: V&lt;br /&gt;
|}&lt;br /&gt;
By magically altering the way your vocal cords create sounds, you can emulate the vocal inflections of dragons. When you make a Charisma (Persuasion) or Charisma (Deception) check while dealing with Dragons, you can treat a d20 roll of 9 or lower as a 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Drown (Druid, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (teeth, seaweed, and seawater)&lt;br /&gt;
|}&lt;br /&gt;
You conjure a globe of magical water to surround a foe&#039;s head and drown it. Choose one creature in range that you can see. The target must make a Strength saving throw. On a failed saving throw, the target cannot breathe or speak and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight or hearing until the spell ends. While the spell continues, the target loses 2d8 hit points at the start of each of its turns.&lt;br /&gt;
At the end of each of its turns, the target can repeat the saving throw. On a success, it breaks free and the spell ends. Creatures that can breathe water or do not have to breathe automatically succeed on the saving throw.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by ld8 for each slot level above 2nd When you cast this spell using a spell slot of 5th level or higher, the duration increases to Concentration up to 10 minutes, and the target can only hold its breath for up to 30 seconds before suffocating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dust Devil (Druid, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a pinch of dust)&lt;br /&gt;
|}&lt;br /&gt;
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.&amp;lt;br&amp;gt;&lt;br /&gt;
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthbind (Druid, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: 1 Minute (Concentration) || Components: V&lt;br /&gt;
|}&lt;br /&gt;
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthen Grasp (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a miniature hand sculpted from clay)&lt;br /&gt;
|}&lt;br /&gt;
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.&lt;br /&gt;
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.&amp;lt;br&amp;gt;&lt;br /&gt;
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Enhance Ability (Bard, Cleric, Druid, Sorcerer)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (fur or a feather from a beast)&lt;br /&gt;
|}&lt;br /&gt;
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.&lt;br /&gt;
&#039;&#039;&#039;Bear&#039;s Endurance.&#039;&#039;&#039; The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.&lt;br /&gt;
&#039;&#039;&#039;Bull&#039;s Strength.&#039;&#039;&#039; The target has advantage on Strength checks, and his or her carrying capacity doubles.&lt;br /&gt;
&#039;&#039;&#039;Cat&#039;s Grace.&#039;&#039;&#039; The target has advantage on Dexterity checks. It also doesn&#039;t take damage from falling 20 feet or less if it isn&#039;t incapacitated.&lt;br /&gt;
&#039;&#039;&#039;Eagle&#039;s Splendor.&#039;&#039;&#039; The target has advantage on Charisma checks.&lt;br /&gt;
&#039;&#039;&#039;Fox&#039;s Cunning.&#039;&#039;&#039; The target has advantage on Intelligence checks.&lt;br /&gt;
&#039;&#039;&#039;Owl&#039;s Wisdom.&#039;&#039;&#039; The target has advantage on Wisdom checks.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Enlarge/Reduce (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a pinch of powdered iron)&lt;br /&gt;
|}&lt;br /&gt;
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enlarge.&#039;&#039;&#039; The target&#039;s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn&#039;t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target&#039;s weapons also grow to match its new size. While these weapons are enlarged, the target&#039;s attacks with them deal 1d4 extra damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reduce.&#039;&#039;&#039; The target&#039;s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target&#039;s weapons also shrink to match its new size. While these weapons are reduced, the target&#039;s attacks with them deal 1d4 less damage (this can&#039;t reduce the damage below 1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Enthrall (Bard, Warlock)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can&#039;t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Find Steed (Paladin)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 10 Minutes || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a Warhorse, a Pony, a Camel, an Elk, Mastiff, or a Moorbounder. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a fey or highling (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.&amp;lt;br&amp;gt;&lt;br /&gt;
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.&lt;br /&gt;
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
While your steed is within 1 mile of you, you can communicate with each other telepathically.&amp;lt;br&amp;gt;&lt;br /&gt;
You can&#039;t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Find Traps (Cleric, Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the Alarm spell, a Glyph of Warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell merely reveals that a trap is present. You don&#039;t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Flame Blade (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Bonus Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a leaf of sumac)&lt;br /&gt;
|}&lt;br /&gt;
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Flaming Sphere (Druid, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron.)&lt;br /&gt;
|}&lt;br /&gt;
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere&#039;s damage, and the sphere stops moving this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Flock of Familiars (Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Minute || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You temporarily summon three familiars — spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (fey or highlings; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fortune&#039;s Favor (Bard, Cleric, Sorcerer, Warlock)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Minute || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Hour || Components: VSM (a white pearl worth at least 100GP, which the spell consumes)&lt;br /&gt;
|}&lt;br /&gt;
You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.&amp;lt;br&amp;gt;&lt;br /&gt;
If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
=== G-L ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Gale Weapons  (Cleric, Paladin, Warlock)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
One or two weapons that you are holding are enveloped in small whirlwinds. For the duration, the weapons are magical if they weren&#039;t already, and they also have a +1 bonus to damage rolls. This effect is suppressed for a weapon while you aren&#039;t holding it.&lt;br /&gt;
In addition, if you use an affected weapon to make a weapon attack on your turn, the attack gains benefits based on whether it is melee or ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee.&#039;&#039;&#039; The attack&#039;s reach is tripled, but it counts as both a melee weapon attack and a ranged spell attack if it is made outside the weapon&#039;s normal reach.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged.&#039;&#039;&#039; The attack ignores disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one ofyour free hands at the end of your turn if it has the thrown property.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Gentle Repose  (Cleric, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action (Ritual) || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 10 Days || Components: VSM (a pinch of salt and one copper piece placed on each of the corpse&#039;s eyes, which must remain there for the duration)&lt;br /&gt;
|}&lt;br /&gt;
You touch a corpse or other remains. For the duration, the target is protected from decay and can&#039;t become undead.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don&#039;t count against the time limit of spells such as raise dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Gift of Gab  (Bard, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Reaction (when you speak to another creature) || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VSM (2GP which the spell consumes)&lt;br /&gt;
|}&lt;br /&gt;
When you cast this spell, you reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Gust of Wind (Druid, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a legume seed)&lt;br /&gt;
|}&lt;br /&gt;
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell&#039;s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.&amp;lt;br&amp;gt;&lt;br /&gt;
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.&amp;lt;br&amp;gt;&lt;br /&gt;
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.&amp;lt;br&amp;gt;&lt;br /&gt;
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Healing Spirit (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Bonus Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.&amp;lt;br&amp;gt;&lt;br /&gt;
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Heat Metal (Bard, Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a piece of iron and a flame)&lt;br /&gt;
|}&lt;br /&gt;
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire Damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.&amp;lt;br&amp;gt;&lt;br /&gt;
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn&#039;t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hold Person (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a small, straight, piece of iron)&lt;br /&gt;
|}&lt;br /&gt;
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Immovable Object (Bard, Druid, Warlock)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VSM (gold dust worth at least 25GP, which the spell consumes)&lt;br /&gt;
|}&lt;br /&gt;
You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Invisibility (Bard, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (an eyelash encased in gum arabic)&lt;br /&gt;
|}&lt;br /&gt;
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target&#039;s person. The spell ends for a target that attacks or casts a spell.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Iron Spine (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VM (a small iron ingot)&lt;br /&gt;
|}&lt;br /&gt;
You launch an ingot of iron at a creature in range. Make a Ranged Spell Attack, on a hit, the target&#039;s skeleton or exoskeleton grows jagged shards of cold iron. The target takes 1d6 Piercing Damage for every 5ft it moves. After moving, the target has disadvantage on all Attack Rolls and Ability Checks it makes until the beginning of its next turn as metal spines stab into its flesh. At the end of the targets turns, it may make a Constitution Saving Throw, ending the effect on a success. Fey creatures make this save at disadvantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jolt of Pain (Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
A bolt of white lightning infused with magical pain leaps from your outstretched finger to strike one creature that you can see within range. You make a Ranged Spell attack against the target. On a hit, the target takes 5d8 Lightning damage and can&#039;t take Reactions until the end of your next turn.&lt;br /&gt;
If damage dealt by this spell forces the target to make a saving throw to maintain concentration, the DC is increased by an amount equal to your spellcasting modifier and the target has disadvantage on the Saving Throw.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Kinetic Jaunt (Bard, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: S&lt;br /&gt;
|}&lt;br /&gt;
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.&lt;br /&gt;
*Your walking speed increases by 10 feet.&lt;br /&gt;
*You don’t provoke opportunity attacks.&lt;br /&gt;
*You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Knell of the Depths (Druid, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 10 Minutes || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You invest a target with cursed elemental energy causing nearby bodies of water to roil when the target draws near and tendrils of water to drag it deeper under the waves. The target must make a Charisma Saving Throw. On a failure, it is Slowed and automatically sinks 15ft at the beginning of each of its turns when in any body of liquid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Knock (Bard, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V&lt;br /&gt;
|}&lt;br /&gt;
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.&amp;lt;br&amp;gt;&lt;br /&gt;
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.&amp;lt;br&amp;gt;&lt;br /&gt;
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lesser Restoration (Bard, Cleric, Druid, Paladin)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Abjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Levitate (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)&lt;br /&gt;
|}&lt;br /&gt;
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.&amp;lt;br&amp;gt;&lt;br /&gt;
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target&#039;s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell&#039;s range.&amp;lt;br&amp;gt;&lt;br /&gt;
When the spell ends, the target floats gently to the ground if it is still aloft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Locate Animals or Plants (Bard, Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VSM (a bit of fur from a bloodhound)&lt;br /&gt;
|}&lt;br /&gt;
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Locate Object (Bard, Cleric, Druid, Paladin, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a forked twig)&lt;br /&gt;
|}&lt;br /&gt;
Describe or name an object that is familiar to you. You sense the direction to the object&#039;s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell can&#039;t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.&lt;br /&gt;
&lt;br /&gt;
=== M-R ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magic Mischief (Bard, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: SM (a piece of crust from an apple pie)&lt;br /&gt;
|}&lt;br /&gt;
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll a d4 to determine the effect, and roll again at the start of each fo your turns until the spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039; The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039; Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4:&#039;&#039;&#039; Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can move the cube up to 10 feet before you roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magic Mouth (Bard, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Minute (Ritual) || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Until Dispelled || Components: VSM (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)&lt;br /&gt;
|}&lt;br /&gt;
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn&#039;t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.&amp;lt;br&amp;gt;&lt;br /&gt;
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object&#039;s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.&amp;lt;br&amp;gt;&lt;br /&gt;
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magic Weapon (Paladin, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You touch two weapons. Until the spell ends, those weapon becomes a magic weapon if it was not already, and has a +1 bonus to attack rolls and damage rolls.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, you can touch an additional weapon for each slot level above 2nd, if you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mind Spike (Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: S&lt;br /&gt;
|}&lt;br /&gt;
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 Psychic Damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.&amp;lt;br&amp;gt;&lt;br /&gt;
On subsequent turns, you can cast this spell without expending spell slots on target while you maintain concentration. Create the range of this spell as infinite for the purpose of this casting of the spell.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mind Whip (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 1 Round || Components: v&lt;br /&gt;
|}&lt;br /&gt;
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 Psychic Damage, and it can’t take a Reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a Move, an Action, or a Bonus Action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mirror Image (Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it&#039;s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time a creature targets you with an attack during the spell&#039;s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have three duplicates, you must roll a 6 or higher to change the attack&#039;s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
A duplicate&#039;s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
A creature is unaffected by this spell if it can&#039;t see, if it relies on senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Misty Step (Bard, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Bonus Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: V&lt;br /&gt;
|}&lt;br /&gt;
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Moonbeam (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (several seeds of any moonseed plant and a piece of opalescent feldspar)&lt;br /&gt;
|}&lt;br /&gt;
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 Radiant Damage on a failed save, or half as much damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its, original form and can’t assume a different form until it leaves the spell’s light.&amp;lt;br&amp;gt;&lt;br /&gt;
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Pass Without Trace (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Abjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (ashes from a burned leaf of mistletoe and a sprig of spruce)&lt;br /&gt;
|}&lt;br /&gt;
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can&#039;t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Phantasmal Force (Bard, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of fleece)&lt;br /&gt;
|}&lt;br /&gt;
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.&amp;lt;br&amp;gt;&lt;br /&gt;
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.&amp;lt;br&amp;gt;&lt;br /&gt;
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.&amp;lt;br&amp;gt;&lt;br /&gt;
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Prayer of Healing (Cleric)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 10 Minutes || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: V&lt;br /&gt;
|}&lt;br /&gt;
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Protection From Poison (Cleric, Druid, Paladin)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Abjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.&amp;lt;br&amp;gt;&lt;br /&gt;
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to Poison damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Pyrotechnics (Bard, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action (Ritual) || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so, you can create other similar effects at the GM&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fireworks.&#039;&#039;&#039; The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become Blinded and Stunned until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Smoke.&#039;&#039;&#039; Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 10 minutes or until a strong wind disperses it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ray of Enfeeblement (Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
At the end of each of the target&#039;s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Rope Trick (Bard, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VSM (powdered corn extract and a twisted loop of parchment)&lt;br /&gt;
|}&lt;br /&gt;
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks and spells can&#039;t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.&amp;lt;br&amp;gt;&lt;br /&gt;
Anything inside the extradimensional space drops out when the spell ends.&lt;br /&gt;
&lt;br /&gt;
=== S-Z ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Scorching Ray (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Hour || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a Ranged Spell Attack for each ray. On a hit, the target takes 2d6 Fire Damage.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ See Invisibility (Bard, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Hour || Components: VSM&lt;br /&gt;
|}&lt;br /&gt;
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Second Ward. Creatures, dreams, and objects in the Second Ward appear ghostly and translucent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Shadow Blade (Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Bonus Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Shatter (Bard, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VSM (a chip of mica)&lt;br /&gt;
|}&lt;br /&gt;
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.&amp;lt;br&amp;gt;&lt;br /&gt;
A nonmagical object that isn&#039;t being worn or carried also takes the damage if it&#039;s in the spell&#039;s area.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Silence (Bard, Cleric)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action (Ritual) || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Skywrite (Bard, Druid, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action (Ritual) || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Sight || Duration: 1 Hour || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Snowball Swarm (Bard, Druid, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 1 Hour || Components: VSM (a piece of ice or a small white rock chip)&lt;br /&gt;
|}&lt;br /&gt;
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 5d6 Cold Damage on a failed save, or half as much damage on a successful one.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spider Climb (Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (a drop of bitumen and a spider)&lt;br /&gt;
|}&lt;br /&gt;
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spike Growth (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: 10 Minutes (Concentration) || Components: VSM (seven sharp thorns or seven small twigs, each sharpened to a point)&lt;br /&gt;
|}&lt;br /&gt;
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.&amp;lt;br&amp;gt;&lt;br /&gt;
The transformation of the ground is camouflaged to look natural. Any creature that can&#039;t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spiritual Weapon (Cleric)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Bonus Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon can take whatever form you choose.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suggestion (Bard, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 8 Hours (Concentration) || Components: VM (a snake&#039;s tongue and either a bit of honeycomb or a drop of sweet oil)&lt;br /&gt;
|}&lt;br /&gt;
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can&#039;t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn&#039;t met before the spell expires, the activity isn&#039;t performed.&amp;lt;br&amp;gt;&lt;br /&gt;
If you or any of your companions damage the target, the spell ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ They Know (Bard, Sorcerer)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
Choose a creature within range, it makes a Wisdom Saving Throw, on a failed Save, the creature believes that one creature of your choice within range knows a piece of information of your choice. You can either choose a specific or general piece of information. For example, a general piece of information would be the target&#039;s deepest secret, probably causing the target to be hostile and defensive in regards to the creature they think knows that information. Another example is you make a creature believe it knows the specific piece of information, an underground auctions password, potentially making them try to get in and have the password on the tip of their tongue but just can&#039;t remember it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Unspoken Name (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Minute || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Day || Components: V&lt;br /&gt;
|}&lt;br /&gt;
When you cast this spell, designate a word, phrase, or mane. If a creature within 1 mile of you uses that word, phrase, or name to refer to you, you immediately learn that creature&#039;s name, appearance, and location. After this, the spell ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Vortex Warp (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Warding Bond (Cleric)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Abjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VSM (a pair of platinum rings worth at least 50GP each, which you and the target must wear for the duration)&lt;br /&gt;
|}&lt;br /&gt;
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Warding Wind (Bard, Druid, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10 Emanation || Duration: 10 Minutes || Components: V&lt;br /&gt;
|}&lt;br /&gt;
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:&lt;br /&gt;
*It deafens you and other creatures in its area.&lt;br /&gt;
*It extinguishes unprotected flames in its area that are torch-sized or smaller.&lt;br /&gt;
*It hedges out vapor, gas, and fog that can be dispersed by strong wind.&lt;br /&gt;
*The area is difficult terrain for creatures other than you.&lt;br /&gt;
*The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Web (Druid, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VSM (a bit of spiderweb)&lt;br /&gt;
|}&lt;br /&gt;
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.&amp;lt;br&amp;gt;&lt;br /&gt;
If the webs aren&#039;t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.&amp;lt;br&amp;gt;&lt;br /&gt;
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.&amp;lt;br&amp;gt;&lt;br /&gt;
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wither and Bloom (Druid, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VSM (a withered vine twisted into a loop)&lt;br /&gt;
|}&lt;br /&gt;
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wristpocket (Bard, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action (Ritual) || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: S&lt;br /&gt;
|}&lt;br /&gt;
You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Zone of Truth (Bard, Cleric, Paladin)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 10 Minutes || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell&#039;s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can&#039;t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.&amp;lt;br&amp;gt;&lt;br /&gt;
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.&lt;br /&gt;
&lt;br /&gt;
=== Uncommon Spells ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Artham&#039;s Ballad&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 10 Minutes || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Hour || Components: V&lt;br /&gt;
|}&lt;br /&gt;
You recite one of the great tales of Drakomere while casting this spell. Choose one of the following Tales, you grant up to four other willing creatures and yourself gain it&#039;s effects:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Ballad of Artham.&#039;&#039;&#039; You and each target gain 2d8 Temporary Hit Points for the duration. An affected creature has advantage on attack rolls against Aberrations and Dragons, and advantage on Saving Throws imposed by those creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Tale of One-Eyed Flame.&#039;&#039;&#039; You and each target lose all forms of sight, and gain Truesight out to a range of 120ft, being blind past that point. An effected creature can also use an Action to shoot fire out of its eyes, forcing one creature of its choice that it can see to make a Dexterity Saving Throw against your Spell Save DC, taking 2d6 Fire Damage on a failed save. After shooting fire, this spell ends on that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Cousins Three.&#039;&#039;&#039; You and each target gain resistance to Lightning, Thunder, and Psychic Damage, Advantage on Strength, Charisma, and Wisdom Saving Throws, and you deal double damage to objects and structures, but quadruple damage to trees, additionally you and each target gain proficiency with Longbows and Shortbows.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ziernoekh&#039;s Song.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Legend of S&#039;óekhìq.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional tale for you and targets to be affected by for each slot level above 2nd&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cordon of Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 5ft || Duration: 8 Hours || Components: VSM (four or more arrows or bolts)&lt;br /&gt;
|}&lt;br /&gt;
You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. &amp;lt;br&amp;gt;&lt;br /&gt;
When you cast this spell, you can designate any creatures you choose, and the spell ignores them. &lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Starbough&#039;s Night Sky&lt;br /&gt;
|-&lt;br /&gt;
| Level: 2 || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Hour || Components: VSM (some dust and a twig)&lt;br /&gt;
|}&lt;br /&gt;
You choose a space within range, causing darkness, akin to night to creep over a 60ft radius sphere. The area is blocked from other non-magical light sources, and magical light sources of a spell level lower than this one. The edges of the sphere twinkle with stars, filling the entire area with dim light.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 3rd level or higher, the radius of the sphere is increased by 30ft for each slot level about 2nd.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Cleric&amp;diff=2020</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Cleric&amp;diff=2020"/>
		<updated>2022-12-02T21:49:39Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Divine Strikes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Cleric =&lt;br /&gt;
Arms and eyes upraised toward the sun and a prayer on his lips, a Gnoll begins to glow with an inner light that spills out to heal his battle-worn companions.&amp;lt;br&amp;gt;&lt;br /&gt;
Chanting a song of glory, a Dragonwrought swings his axe in wide swaths to cut through the ranks of foes arrayed against him, shouting praise to the gods with every foe’s fall.&amp;lt;br&amp;gt;&lt;br /&gt;
Calling down a curse upon the forces of undeath, a centaur lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.&amp;lt;br&amp;gt;&lt;br /&gt;
Clerics are intermediaries between the mortal world and the Three. No ordinary priest, a cleric is imbued with divine magic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Divine Domain, Spellcasting || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Channel Divinity, Channel Divinity Options, Divine Domain Feature || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || - || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Destroy Undead and Aberrations (CR 1/2) || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Diversified Divinity, Divine Domain Feature || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || - || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement, Divine Domain Feature, Destroy Undead and Aberrations (CR 1) || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || - || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Divine Intervention || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Destroy Undead and Aberrations (CR 2) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 ||  - || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Destroy Undead and Aberrations (CR 3) || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || - || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || Divine Domain Feature, Destroy Undead and Aberrations (Cr 4) || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Frequent Channel Divinity || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Improved Divine Intervention || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d8 per Cleric Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 8 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d8 (or 5) + your Constitution Modifier per Cleric Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, and Shields&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; One set of Artisan&#039;s Tools&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Wisdom and Charisma.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from History, Insight, Medicine, Persuasion, and Religion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; A Mace or Warhammer (if Proficient), Leather or Scale Mail or Chain Mail (if Proficient), any Simple Weapon, a Round Shield, and a Holy Symbol&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
&#039;&#039;1st Level Cleric Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Wisdom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Wisdom Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Wisdom Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual Casting.&#039;&#039;&#039; You can cast any Prepared Spell as a Ritual if it has the Ritual tag.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; A Holy Symbol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; Whenever you finish a Long Rest, you prepare a number of Spells equal to your Cleric Level + your Wisdom Modifier from the Cleric Spell List. You can cast these Spells using your Spell Slots until the end of your next Long Rest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spells Known and Spell Slots per Level&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 3 || 2 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3 || 3 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 3 || 4 || 2 || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || 4 || 3 || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || 4 || 3 || 2 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 4 || 4 || 3 || 3 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 4 || 4 || 3 || 3 || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 4 || 4 || 3 || 3 || 2 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 4 || 4 || 3 || 3 || 3 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 5 || 4 || 3 || 3 || 3 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Domain ====&lt;br /&gt;
&#039;&#039;1st, 2nd, 6th, 8th and 17th Level Cleric Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the Divine Domains in the table below that relates to your skill set and way you serve the Three.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Divine Domains&lt;br /&gt;
|-&lt;br /&gt;
! Divine Domain !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Arcana Domain || 2 || You break and burn the spells affecting creatures while also embodying the might of an archmage.&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Domain || 3 || You embody the power and stewardship of dragons to protect your belongings and the belongings of others.&lt;br /&gt;
|-&lt;br /&gt;
| Feast Domain || 2 || You use your power over sustenance to feed those around you and poison your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Forge Domain || 2 || You embody the forge to empower the weapons of your allies and strike your foes with blazing fire.&lt;br /&gt;
|-&lt;br /&gt;
| Grave Domain || 2 || You channel the power of the grave to keep the living alive and the dead in the ground.&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge Domain || 2 || You use your magic to uncover the secrets of the past and find the weaknesses of your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Life Domain || 1 || You use your healing magic to make sure your allies can never die.&lt;br /&gt;
|-&lt;br /&gt;
| Light Domain || 2 || You use the light and searing fire to ward your allies from death and send your foes to a fiery grave.&lt;br /&gt;
|-&lt;br /&gt;
| Nature Domain || 2 || You dominate beasts and plants and force the elements to bend to your will. &lt;br /&gt;
|-&lt;br /&gt;
| Order Domain || 3 || You use your enchantment spells to dominate the wills of others and empower your allies.&lt;br /&gt;
|-&lt;br /&gt;
| Peace Domain || 3 || You become a ward of peace that provides safety to your allies and improves them as they grow nearer to each other.&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Domain || 1 || You become the wrath of the storm while wielding weapons to smite your foes with lightning and thunder.&lt;br /&gt;
|-&lt;br /&gt;
| Travel Domain || 3 || You become a swift guide for your allies, releasing them from that which would restrain them while navigating unfailingly for them.&lt;br /&gt;
|-&lt;br /&gt;
| Trickery Domain || 4 || You trick your foes and manipulate their actions with duplicates of yourself and other illusions to make them fall right into your many traps.&lt;br /&gt;
|-&lt;br /&gt;
| Twilight Domain || 3 || You embody the twilight to create and step through shrouds of darkness and protect your allies.&lt;br /&gt;
|-&lt;br /&gt;
| War Domain || 2 || You become an avatar of war and lead your allies into battle as you control the battle from the front.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;2nd Level Cleric Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to harness the power of the Three, you can use this a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. When you use your Channel Divinity, you choose which effect to use out of the options below and the options from your Divine Domain, additionally you gain Channel Divinity Options if you choose to Multiclass into Paladin. If a Channel Divinity Option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity Options ====&lt;br /&gt;
&#039;&#039;2nd Level Cleric Channel Divinity Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the following two Channel Divinity Options:&lt;br /&gt;
*&#039;&#039;&#039;Channel Divinity Option: Turn Undead and Aberrations.&#039;&#039;&#039; As an Action, you present your Holy Symbol and speak a prayer censuring the Undead and the other-worldly. Each Undead and Aberration that can see or hear you within 30ft of you must make a Wisdom Saving Throw. If the creature fails its Save, it is Turned for 1 minute or until it takes any Damage. A Turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Channel Divinity Option: Harness Divine Power.&#039;&#039;&#039; 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 Proficiency Bonus (rounded up).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 12th, 16th, and 19th Level Cleric Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Destroy Undead and Aberrations ====&lt;br /&gt;
&#039;&#039;5th Level Cleric Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an Undead or Aberration fails its Saving Throw against your Turn Undead and Aberrations Channel Divinity Option, that creature is instantly destroyed if its Challenge Rating is 1/2 or lower. When you reach 8th Level in this class, the creature is instantly destroyed if its Challenge Rating is 1 or lower, 2 or lower at 11th Level or lower, 3 or lower at 14th Level, and 4 or lower at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Diversified Divinity ====&lt;br /&gt;
&#039;&#039;6th Level Cleric Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Channel Divinity Option as an Action, you can cast a Cantrip with a Casting Time of one Action, or make a single Melee Weapon Attack as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Intervention ====&lt;br /&gt;
&#039;&#039;10th Level Cleric Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can call on Bahumat, Tiamat or Sardior to intervene on your behalf when your need is great.&amp;lt;br&amp;gt;&lt;br /&gt;
Imploring one of the Three’s aid requires you to use your Action. Describe the assistance you seek, and roll a d100. If you roll a number equal to or lower than your Cleric Level, one of the Three intervenes. The DM chooses the nature of the intervention. If there is an intervention, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Frequent Channel Divinity ====&lt;br /&gt;
&#039;&#039;18th Level Cleric Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Channel Divinity a number of times equal to twice your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Divine Intervention ====&lt;br /&gt;
&#039;&#039;20th Level Cleric Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use Divine Intervention feature, it succeeds automatically and you do not need to roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Divine Domains =&lt;br /&gt;
== Arcana Domain ==&lt;br /&gt;
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Clerics of the Arcana domain know the secrets and potential of magic intimately. For some of these Clerics, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other Clerics of Arcana see magic as pure power, to be used as its wielder sees fit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level Arcana Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Detect Magic, Magic Missile&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Arcanist&#039;s Magic Aura, Vortex Warp&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Dispel Magic, Protection From Energy&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Polymorph, Secret Chest&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Passwall, Teleportation Circle&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Initiate ====&lt;br /&gt;
&#039;&#039;1st Level Arcana Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in Arcana, and you gain two Cantrips of your choice from the Wizard spell List. For you, these Cantrips count as Cleric Cantrips.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Spellfire ====&lt;br /&gt;
&#039;&#039;2nd Level Arcana Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You present your Holy Symbol to a creature imbued with arcane effects. For every Spell currently affecting the target, it gains one stack of Burning (Force) that can only be recovered from over time or removed via Dispel Magic and similar effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spell Breaker ====&lt;br /&gt;
&#039;&#039;6th Level Arcana Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you restore Hit Points to a creature with a Spell of 1st Level or higher, you can also end one Spell of your choice on that creature. The Level of the Spell you end must be equal to or lower than the Level of the Spell Slot you use to cast the healing Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level Arcana Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Arcane Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. Once on each of your turns when you hit a creature with a Weapon Attack, you can cause the Attack to deal an extra 1d8 Force Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Mastery ====&lt;br /&gt;
&#039;&#039;17th Level Arcana Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose four Spells from the Wizard Spell List, one from each of the following Levels: 6th, 7th, 8th, and 9th. You add them to your list of Domain Spells. Like your other Domain Spells, they are always prepared and count as Cleric Spells for you.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, as an Action, you can replace any of your Domain Spells with a Spell from the Wizard Spell list of the same Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dragon Domain ==&lt;br /&gt;
Not all Dragons can do things alone. Much like kings and high ranking officials have barons or stewards to manage some of their business, many Dragons, especially Draconic Barons or other Ancient or Greatwyrm dragons, have Dragon Domain Clerics to manage and steward some of their property, horde, or errands.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level Dragon Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Alarm, Command&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Arcane Lock, Demand Offering&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Elemental Weapon, Fear&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Secret Chest, Private Sanctum&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Hallow, Reincarnate (Always Dragonwrought)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiency ====&lt;br /&gt;
&#039;&#039;1st Level Dragon Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with Martial Weapons and Heavy Armor.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dragon&#039;s Eye ====&lt;br /&gt;
&#039;&#039;1st Level Dragon Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The cunning sight of a dragon has been passed onto you, You gain Proficiency in Perception. Additionally, you can take the Search Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Draconic Gift ====&lt;br /&gt;
&#039;&#039;1st Level Dragon Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose a Dragon type and an associated Damage Type. The Damage Type and color associated with each dragon is used by features you gain later. Amethyst (Force), Black (Acid), Blue (Lightning), Bronze (Lightning), Copper (Acid), Crystal (Radiance), Deep (Psychic), Emerald (Psychic), Faerie (Psychic), Gold (Fire), Green (Poison), Iron (Thunder), Moonstone (Radiant), Red (Fire), Sapphire (Thunder), Shadow (Necrotic), Silver (Cold), Topaz (Necrotic), Turtle (Fire), White (Cold).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chanel Divinity: Draconic Authority ====&lt;br /&gt;
&#039;&#039;2nd Level Dragon Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use an action to present your Holy Symbol to invoke the authority of dragons. All creatures of your choice within 15ft of you must make a Charisma Saving Throw, on a failed Save, you choose one of the following for each creature:&lt;br /&gt;
*The creature becomes Frightened of you and all Dragons friendly to you until the end of your next turn.&lt;br /&gt;
*The creature falls Prone.&lt;br /&gt;
*The creature must use its Reaction to drop one of the items its holding.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Draconic Familiar ====&lt;br /&gt;
&#039;&#039;6th Level Dragon Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn the Find Familiar Spell, you Know the Spell, always have it Prepared, it counts as a Cleric Spell for you, it doesn&#039;t count against your number of Prepared Spells, doesn&#039;t consume Material Components, and you can only cast it as a Ritual.&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast the Find Familiar Spell in this way, you can only summon a Pseudodragon. Additionally, when that Pseudodragon finishes a Long Rest, it gains the benefits of the Sanctuary Spell that lasts until the start of its next Long Rest or it Attacks. The Spell Save DC of the Spell equals your Spell Save DC.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level Dragon Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Draconic Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. 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 Damage of the Type you chose in your Draconic Gift feature. When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Heart of the Dragon ====&lt;br /&gt;
&#039;&#039;17th Level Dragon Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Three have granted you a loyal draconic steed as a gift for your service. As an Action, you can summon a Draconic Steed of the type you chose in your Draconic Gift feature, as per the Find Greater Steed Spell. This dragon has the statistics of a Wyvern, except its Intelligence and Charisma are 12, it has immunity to the Damage Type you chose in your Draconic Gift feature, and it lacks the Multiattack and Stinger Actions. Once you&#039;ve summoned your Draconic Steed, you can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Feast Domain ==&lt;br /&gt;
Many Clerics take it upon themselves to help those in need, rather than adventuring for fortune or glory. Many of these clerics are of the Feast Domain, with the gifts of feeding the hungry who cannot feed themselves. Those who do go adventuring are often caring for their fellow party members, mostly by providing them food.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level Feast Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Create or Destroy Water, Purify Food and Drink&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Heat Metal, Protection From Poison&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Create Food and Water, Stinking Cloud&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Blight, Stinking Cloud&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Cloudkill, Contagion&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiencies ====&lt;br /&gt;
&#039;&#039;1st Level Feast Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with Heavy Armor, Martial Weapons, Brewer’s Supplies, and Cook’s Utensils.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Table-Turner ====&lt;br /&gt;
&#039;&#039;1st Level Feast Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can cause an attacker’s own body to turn against itself. When a creature within 5ft of you that you can see hits you with an Attack, you can use your Reaction to cause that creature to make a Constitution Saving Throw against your Spell Save DC. On a failed Save, the creature takes 1d12 Poison Damage and is Poisoned until the end of its next turn. On a successful Save, the creature takes half Damage and isn’t Poisoned.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Create Healing Draft ====&lt;br /&gt;
&#039;&#039;2nd Level Feast Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action to create a small and magically concentrated potion called a healing draft. The potion appears in a small glass bottle in your free hand or at your feet (your choice), and is a deep blue color with flecks of gold. A creature that uses a Bonus Action to drink this potion regains a number of Hit Points equal to 2d6 + your Cleric Level. The bottle and any undrunk healing draft turns to dust and is lost when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strong Stomach ====&lt;br /&gt;
&#039;&#039;6th Level Feast Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divinity and magically enhanced constitution have strengthened your natural defenses. You have Advantage on Saving Throws against Poison, and you have Resistance to Acid and Poison Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, whenever you cast the Create Food and Water Spell, the food tastes delicious, and you can choose to replace up to 5 gallons of the water created by the Spell with some type of delicious alcohol. You choose what the food and alcohol look and taste like.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, if you’re Drunk or Poisoned, you can use an Action to magically suppress the effect for 1 minute. Once you do so, you can’t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level Feast Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Feasting Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. 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 Acid or Poison Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Invigorating Feast ====&lt;br /&gt;
&#039;&#039;17th Level Feast Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can say a special prayer before eating a meal to enchant it and other food of your choice within 30ft of you with unique protections. A creature that eats this enchanted food over the next 10 minutes gains 2d6 + 10 Temporary Hit Points, is Immune to being Charmed, and can’t be put to sleep by magic. These benefits last for 8 hours and don’t set in until these 10 minutes are over. You and up to six other willing creatures of your choice gain these benefits by partaking in the meal. Once you use this feature, you can’t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forge Domain ==&lt;br /&gt;
The Clerics of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty dwarf artisan whose diamond-tipped arrows of mithral have felled countless monsters. The clerics of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of this domain search for objects lost to the forces of darkness, liberate mines overrun by monsters, and uncover rare and wondrous materials necessary to create potent magic items. These clerics take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level Forge Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Identify, Searing Smite&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Heat Metal, Magic Weapons&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Elemental Weapon, Protection From Energy&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Fabricate, Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Animate Objects, Creation&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiencies ====&lt;br /&gt;
&#039;&#039;1st Level Forge Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with Heavy Armor and Smith’s Tools.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blessing of the Forge ====&lt;br /&gt;
&#039;&#039;1st Level Forge Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to imbue magic into a weapon or armor. At the end of a Long Rest, you can touch one non-magical object that is a suit of Armor or a Simple or Martial Weapon. Until the end of your next Long Rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s Armor or a +1 bonus to Attack and Damage Rolls if it’s a Weapon. Once you use this feature, you can’t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Artisan’s Blessing ====&lt;br /&gt;
&#039;&#039;2nd Level Forge Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can create simple items. You conduct an hour-long ritual that crafts a non-magical item that must include some metal: a Simple or Martial Weapon, a suit of Armor, a set of Tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5ft of you.&lt;br /&gt;
The object you create can be something that is worth no more than 100GP. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.&amp;lt;br&amp;gt;&lt;br /&gt;
The ritual can create a duplicate of a non-magical item that contains metal, such as a key, if you possess the original during the ritual.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Soul of the Forge ====&lt;br /&gt;
&#039;&#039;6th Level Forge Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your mastery of the forge grants you special abilities. You gain Resistance to Fire Damage and a +1 bonus to AC while wearing Heavy Armor.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level Forge Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Forging Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. 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 Fire Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Saint of Forge and Fire ====&lt;br /&gt;
&#039;&#039;17th Level Forge Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your blessed affinity with fire and metal becomes more powerful. You gain Immunity to Fire damage, and while you are wearing Heavy Armor, you have Resistance to Bludgeoning, Piercing, and Slashing Damage from non-magical Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grave Domain ==&lt;br /&gt;
Clerics of the grave watch over the line between life and death. To these clerics, death and the afterlife are a foundational part of the world. To desecrate the peace of the dead is an abomination. Clerics of the grave seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level Grave Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Bane, False Life&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Gentle Repose, Ray of Enfeeblement&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Feign Death, Vampiric Touch&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Blight, Death Ward&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Antilife Shell, Raise Dead&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Circle of Mortality ====&lt;br /&gt;
&#039;&#039;1st Level Grave Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore Hit Points with a Spell to a creature at 0 Hit Points, you instead use the maximum result for each die.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you learn the Spare The Dying Cantrip, which doesn’t count against the number of Cleric Cantrips you Know. For you, it has a range of 30ft, and you can cast it as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eyes of the Grave ====&lt;br /&gt;
&#039;&#039;1st Level Grave Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to occasionally sense the presence of the Undead, whose existence is an insult to the natural cycle of life. As an Action, you can open your awareness to magically detect Undead. Until the end of your next turn, you know the location of any Undead within 60ft of you that aren&#039;t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Path to the Grave ====&lt;br /&gt;
&#039;&#039;2nd Level Grave Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Channel Divinity to mark another creature’s life force for termination.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you choose one creature you can see within 30ft of you, cursing it until the end of your next turn. The next time you or a creature of your choice hits the cursed creature with an Attack, the creature has Vulnerability to all of that Attack’s Damage, and then the curse ends.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sentinel at Death’s Door ====&lt;br /&gt;
&#039;&#039;6th Level Grave Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to impede death’s progress. As a Reaction when you or a creature you can see within 30ft of you suffers a Critical Hit, you can turn that hit into a normal hit. Any effects triggered by the Critical Hit are canceled.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Wisdom Modifier regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level Grave Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Graveborne Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. Once on each of your turns when you hit a creature with a Weapon Attack, you can cause the Attack to deal an extra 1d8 Necrotic Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Keeper of Lost Souls ====&lt;br /&gt;
&#039;&#039;17th Level Grave Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60ft of you, you or a creature of your choice that is within 60ft of you regains Hit Points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t Incapacitated. Once you use it, you can’t do so again until the start of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Knowledge Domain ==&lt;br /&gt;
Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some clerics hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the world. Followers of this domain study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level Knowledge Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Command, Identify&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Augury, Suggestion&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Clairvoyance, Nondetection&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Confusion, Divination&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Legend Lore, Scrying&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blessings of Knowledge ====&lt;br /&gt;
&#039;&#039;1st Level Knowledge Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn two Languages of your choice. You also gain Proficiency and Expertise in two of the following Skills: Arcana, History, Nature, or Religion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Knowledge of the Ages ====&lt;br /&gt;
&#039;&#039;2nd Level Knowledge Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can tap into a divine well of knowledge. As an Action, you choose one Skill or Tool. For 10 minutes, you have Proficiency with the chosen Skill or Tool.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Read Thoughts ====&lt;br /&gt;
&#039;&#039;6h Level Knowledge Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can read a creature’s thoughts. You can then use your access to the creature’s mind to command it.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, choose one creature that you can see within 60ft of you. That creature must make a Wisdom Saving Throw against your Spell Save DC. If the creature succeeds on the Save, you can’t use this feature on it again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
If the creature fails the Save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60ft of you. This effect lasts for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
During that time, you can use your Action to end this effect and cast the Suggestion Spell on the creature without expending a Spell Slot. The target automatically fails its Saving Throw against the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level Knowledge Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Intelligent Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. Once on each of your turns when you hit a creature with a Weapon Attack, you can cause the Attack to deal an extra 1d8 Psychic Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Visions of the Past ====&lt;br /&gt;
&#039;&#039;17th Level Knowledge Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom Score and must maintain concentration during that time, as if you were casting a Spell. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Object Reading.&#039;&#039;&#039; Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area Reading.&#039;&#039;&#039; As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50ft Cube), going back a number of days equal to your Wisdom Score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Life Domain ==&lt;br /&gt;
The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The clerics of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level Life Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Bless, Cure Wounds&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Lesser Restoration, Spiritual Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Beacon of Hope, Revivify&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Death Ward, Guardian of Faith&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Mass Cure Wounds, Raise Dead&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiency ====&lt;br /&gt;
&#039;&#039;1st Level Life Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with Heavy Armor.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Disciple of Life ====&lt;br /&gt;
&#039;&#039;1st Level Life Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your healing Spells are more effective. Whenever you cast a Spell of 1st Level or higher that restores Hit Points to a creature, the creature regains additional Hit Points equal to 2 + the Spell’s Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Preserve Life ====&lt;br /&gt;
&#039;&#039;2nd Level Life Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can heal the badly injured. As an Action, you present your Holy Symbol and evoke healing energy that restores up to a number of Hit Points equal to five times your Cleric Level. Choose any creatures within 30ft of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its Hit Point Maximum. You can’t use this feature on an Undead or a Construct.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blessed Healer ====&lt;br /&gt;
&#039;&#039;6th Level Life Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The healing Spells you cast on others heal you as well. When you cast a Spell of 1st Level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the Spell’s Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level Life Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Lifewrought Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. 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. When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Supreme Healing ====&lt;br /&gt;
&#039;&#039;17th Level Life Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you would normally roll one or more dice to restore Hit Points with a Spell, you instead use the maximum result possible for each die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Light Domain ==&lt;br /&gt;
Clerics of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Clerics of light are enlightened souls infused with radiance and the power of the Bahumat’s discerning vision, charged with chasing away lies and burning away darkness.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level Light Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Burning Hands, Faerie Fire&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Flaming Sphere, Scorching Ray&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Daylight, Fireball&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Guardian of Faith, Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Immolation, Wall of Light&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Cantrip ====&lt;br /&gt;
&#039;&#039;1st Level Light Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the Light Cantrip. This Cantrip doesn’t count against your number of Cleric Cantrips Known.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warding Flare ====&lt;br /&gt;
&#039;&#039;1st Level Light Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can interpose divine light between yourself and an attacking enemy. When you are Attacked by a creature within 30ft of you that you can see, you can use your Reaction to impose Disadvantage on the Attack Roll, causing light to flare in the Attacker&#039;s eyes. An Attacker that can’t be Blinded is unaffected by this feature.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Radiance of the Dawn ====&lt;br /&gt;
&#039;&#039;2nd Level Light Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you present your Holy Symbol, and any magical Darkness within 30ft of you is dispelled. Additionally, each creature of your choice within 30ft of you must make a Constitution Saving Throw, on a failed Save a creature takes Radiant Damage equal to 2d10 + your Cleric Level, and half as much Damage on a successful Save. A creature that has Total Cover from you is unaffected.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Flare ====&lt;br /&gt;
&#039;&#039;6th Level Light Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can also use your Warding Flare feature when a creature that you can see within 30ft of you Attacks a creature other than you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level Light Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blinding Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. 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. When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corona of Light ====&lt;br /&gt;
&#039;&#039;17th Level Light Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another Action. You emit Bright Light in a 60ft Radius and Dim Light an additional 60ft. Creatures of your choice in the Bright Light have Disadvantage on Saving Throws against any Spell that deals Fire or Radiant Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Nature Domain ==&lt;br /&gt;
Clerics of nature are as varied as the natural world itself, from inscrutable deep forests to friendly Clerics associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger Bahumat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level Nature Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Absorb Elements, Animal Friend, Beast Bond, Entangle, Find Familiar, Snare, Speak With Animals&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Barkskin, Spike Growth&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Plant Growth, Wind Wall&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Dominate Beast, Grasping Vine&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Insect Plague, Tree Stride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Acolyte of Nature ====&lt;br /&gt;
&#039;&#039;1st Level Nature Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn one Druid Cantrip of your choice. This Cantrip counts as a Cleric Cantrip for you, and doesn’t count against your number Cantrips Known. You also gain Proficiency in one of the following Skills of your choice: Animal Handling, Nature, or Survival.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiency ====&lt;br /&gt;
&#039;&#039;1st Level Nature Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain proficiency with Heavy Armor.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Charm Animals and Plants ====&lt;br /&gt;
&#039;&#039;2nd Level Nature Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you present your Holy Symbol. Each Beast or Plant that can see you within 30ft of you must make a Wisdom Saving Throw. On a failed Save, a creature is Charmed by you for 1 minute or until it takes Damage. While Charmed in this way, it is friendly to you and other creatures you designate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dampen Elements ====&lt;br /&gt;
&#039;&#039;6th Level Nature Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you or a creature within 30ft of you takes Acid, Cold, Fire, Lightning, or Thunder Damage, you can use your Reaction to grant Resistance to the creature against that instance of the Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level Nature Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Natural Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. 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 Cold, Fire, or Lightning Damage (your choice). When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master of Nature ====&lt;br /&gt;
&#039;&#039;17th Level Nature Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to command animals and plant creatures. While creatures are Charmed by your Charm Animals And Plants feature, you can use a Bonus Action to verbally command what each of those creatures will do on its next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Order Domain ==&lt;br /&gt;
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve the Three&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level Order Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Command, Heroism&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Hold Person, Zone of Truth&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Mass Healing Word, Slow&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Compulsion, Locate Creature&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Dominate Person, Hold Monster&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiencies ====&lt;br /&gt;
&#039;&#039;1st Level Order Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with Heavy Armor. You also gain Proficiency in Intimidation and Persuasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Voice of Authority ====&lt;br /&gt;
&#039;&#039;1st Level Order Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can invoke the power of law to embolden an ally to attack. If you cast a Spell of 1st Level or higher, and target a friendly creature with the Spell, that ally can use their Reaction immediately after the Spell is cast to make a single Weapon Attack against a creature of your choice that you can see.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Spell targets more than one creature, you choose the creature that can make the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Order’s Demand ====&lt;br /&gt;
&#039;&#039;2nd Level Order Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you present your Holy Symbol, and force each creature of your choice that can see or hear you within 30ft of you to make a a Wisdom Saving Throw, on a failed Save a creature is 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 Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Embodiment of the Law ====&lt;br /&gt;
&#039;&#039;6th Level Order Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have become remarkably adept at channeling magical energy to compel others.&amp;lt;br&amp;gt;&lt;br /&gt;
If you cast an Enchantment Spell of 1st Level or higher, you can change the Casting Time of that Spell to 1 Bonus Action for this casting, provided the Spell’s Casting Time is normally 1 Action.&lt;br /&gt;
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level Order Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ordered Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. Once on each of your turns when you hit a creature with a Weapon Attack, you can cause the Attack to deal an extra 1d8 Psychic Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Order&#039;s Wrath ====&lt;br /&gt;
&#039;&#039;17th Level Order Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal Damage with your Ordered Strikes feature to a creature on your turn, you can curse that creature until the start of your next turn. The next time a creature friendly to you 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.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Peace Domain ==&lt;br /&gt;
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The Clerics of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing.&amp;lt;br&amp;gt;&lt;br /&gt;
Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level Peace Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Heroism, Sanctuary&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Calm Emotions, Warding Bond&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Beacon of Hope, Sending&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Aura of Purity, Resilient Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Greater Restoration, Telepathic Bond&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Implement of Peace ====&lt;br /&gt;
&#039;&#039;1st Level Peace Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in either Insight, Performance, or Persuasion (your choice).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Emboldening Bond ====&lt;br /&gt;
&#039;&#039;1st Level Peace Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30ft of you equal to your Proficiency Bonus. You create a magical bond among them for 10 minutes or until you use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
While any bonded creature is within 30ft of another, the creature can roll a d4 and add the number rolled to an Attack Roll, Ability Check, or Saving Throw it makes. Each creature can add this d4 no more than once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Balm of Peace ====&lt;br /&gt;
&#039;&#039;2nd Level Peace Domain Channel Divinity Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can move up to your Speed, without provoking Opportunity Attacks, and when you move within 5ft of any other creature during this Action, you can restore a number of Hit Points to that creature equal to 2d6 + your Wisdom Modifier. A creature can receive this healing only once whenever you take this Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Protective Bond ====&lt;br /&gt;
&#039;&#039;6th Level Peace Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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 30ft of the first can use its Reaction to teleport to an unoccupied space within 5ft of the first creature. The second creature then takes all the Damage instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level Peace Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Peaceful Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. 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. When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expansive Bond ====&lt;br /&gt;
&#039;&#039;17th Level Peace Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60ft of each other. Moreover, when a creature uses your Protective Bond feature to take someone else’s Damage, that creature has Resistance to the Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tempest Domain ==&lt;br /&gt;
Clerics of the Tempest Domain govern storms, sea, and sky. Tempest clerics often inspire fear in the common folk to keep them on the path of righteousness.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level Tempest Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Fog Cloud, Thunderwave&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Shatter, Warding Wind&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Call Lightning, Sleet Storm&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Control Water, Ice Storm&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Blazing Thunderbolt Strike, Destructive Wave&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiencies ====&lt;br /&gt;
&#039;&#039;1st Level Tempest Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with Martial Weapons and Heavy Armor.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wrath of the Storm ====&lt;br /&gt;
&#039;&#039;1st Level Tempest Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can thunderously rebuke attackers. When a creature within 5ft of you that you can see hits you with an Attack, you can use your Reaction to cause the creature to make a Dexterity Saving Throw. The creature takes 2d8 Lightning or Thunder Damage (your choice) on a failed Save, and half as much damage on a successful Save. You can use this feature a number of times equal to your Wisdom Modifier regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Destructive Wrath ====&lt;br /&gt;
&#039;&#039;2nd Level Tempest Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll Lightning or Thunder Damage, you can use your Reaction to deal the maximum result of the dice instead of rolling.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thunderbolt Strike ====&lt;br /&gt;
&#039;&#039;6th Level Tempest Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you deal Lightning Damage to a Large or smaller creature, you can also push it up to 10ft away from you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level Tempest Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tempest Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. 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 Lightning or Thunder Damage (your choice). When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stormborn ====&lt;br /&gt;
&#039;&#039;17th Level Tempest Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have a Flying Speed equal to twice your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Travel Domain ==&lt;br /&gt;
Guides aiding travelers in unfamiliar territory, guardians protecting the open road—clerics of the travel domain often perform in roles such as these. Helping others get from one place to another, these clerics frequently find themselves on the path of adventure. Though they often act as nomads, they never feel as if they don’t have a home; indeed, not all who wander are lost.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level Travel Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Entangle, Longstrider&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Locate Animals or Plants, Pass Without Trace&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Haste, Tiny Hut&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Dimension Door, Locate Creature&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Commune With Nature, Passwall&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Traveler’s Step ====&lt;br /&gt;
&#039;&#039;1st Level Travel Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Speed increases by 5ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unfettered Wanderer ====&lt;br /&gt;
&#039;&#039;1st Level Travel Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your ever-unbounded spirit is so infectious that you and your companions are impossible to keep pinned down.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can choose one creature within 30ft of you. Any movement Speed reduction affecting it is ended, and the creature is Immune to the Slowed Condition until the start of your next turn. In addition, the creature gains Advantage on all Ability Checks and Saving Throws made to avoid or end the Grappled, Slowed, and Restrained Conditions on itself until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest or travel 5 miles from the point where you last used it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Pathfinder ====&lt;br /&gt;
&#039;&#039;2nd Level Travel Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are at a location, you can spend 1 minute appreciating the location to fix it in your mind. From then on, you can use your Action to cast the Find The Path Spell targeting that location without expending a Spell Slot or Material Components.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have a number of locations fixed in your mind in this way equal to your Wisdom Modifier. If you attempt to fix a location in your mind after you already have your maximum locations fixed in your mind, you must choose one to forget in order to gain the new one.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Divine Stride ====&lt;br /&gt;
&#039;&#039;6th Level Travel Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can grant a burst of speed to yourself and your traveling companions. As an Action, each creature of your choice within 30ft of you doubles its Speed until the start of your next turn. The chosen creatures also has Advantage on any Ability Check made to climb, jump, swim, or otherwise travel through dangerous terrain until the start of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level Travel Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Traveling Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. 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 Cold, Fire, or Lightning Damage (your choice). When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blessed Guide ====&lt;br /&gt;
&#039;&#039;17th Level Travel Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You become a master both of guiding others and of protecting them from the dangers travel can pose. All creatures of your choice within 15ft are Immune to the Slowed Condition and can use their Reaction when they make a Dexterity Saving Throw to gain Advantage on the roll.&amp;lt;br&amp;gt;&lt;br /&gt;
When you and another friendly creature finish a Long Rest together, that creature can be up to 30ft away from you and still gain these benefits until it finishes its next Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trickery Domain ==&lt;br /&gt;
Clerics of Trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order. They’re thieves, scoundrels, gamblers, rebels, and liberators. These clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level Trickery Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Charm Person, Disguise Self&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Mirror Image, Pass Without Trace&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Blink, Enemies Abound&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Dimension Door, Polymorph&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Dominate Person, Modify Memory&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blessing of the Trickster ====&lt;br /&gt;
&#039;&#039;1st Level Trickery Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) Checks. This blessing lasts for 1 hour or until you use this feature again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Invoke Duplicity ====&lt;br /&gt;
&#039;&#039;2nd Level Trickery Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can create an illusory duplicate of yourself. As an Action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your Concentration on this effect. The illusion appears in an unoccupied space that you can see within 30ft of you. As a Bonus Action on your turn, you can move the illusion up to 30ft to a space you can see, but it must remain within 120ft of you.&amp;lt;br&amp;gt;&lt;br /&gt;
For the duration, you can cast Spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5ft of a creature that can see the illusion, you have Advantage on Attack Rolls against that creature, given how distracting the illusion is to the target.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Cloak of Shadows ====&lt;br /&gt;
&#039;&#039;6th Level Trickery Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you become Invisible until the end of your next turn. You become visible if you Attack or cast a Spell. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level Trickery Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Trickster Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. 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 Poison Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Duplicity ====&lt;br /&gt;
&#039;&#039;17th Level Trickery Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can create up to four duplicates of yourself, instead of one, when you use your Invoke Duplicity Channel Divinity Option. As a Bonus Action on your turn, you can move any number of them up to 30ft, to a maximum Range of 120ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Twilight Domain ==&lt;br /&gt;
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the Clerics of twilight guard against the horrors of the night. Clerics of Twilight 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.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level Twilight Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Faerie Fire, Sleep&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Moonbeam, See Invisibility&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Aura of Vitality, Tiny Hut&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Aura of Life, Greater Invisibility&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Circle of Power, Mislead&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eyes of Night ====&lt;br /&gt;
&#039;&#039;1st Level Twilight Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can see through the deepest gloom. You have Darkvision out to a range of 300ft.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can magically share the Darkvision of this feature with willing creatures you can see within 10ft of you, up to a number of creatures equal to your Wisdom Modifier. The shared Darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a Long Rest, unless you expend a Spell Slot of 1st Level or higher to share it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vigilant Blessing ====&lt;br /&gt;
&#039;&#039;1st Level Twilight Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The night has taught you to be vigilant. As an Action, you give one creature you touch Advantage on the next Initiative Roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Twilight Sanctuary ====&lt;br /&gt;
&#039;&#039;2nd Level Twilight Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you present your Holy Symbol, and a sphere of twilight emanates from you. You create a 30ft Moving Emanation, that is filled with Dim Light. The Emanation lasts for 1 minute or until you are Incapacitated or Die. Whenever you or another creature ends its turn in the Emanation, you can grant that creature one of these benefits of your choice:&lt;br /&gt;
*You grant it Temporary Hit Points equal to 1d6 + your Level in this class.&lt;br /&gt;
*You end one effect on it causing it to be Charmed or Frightened.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Steps of Night ====&lt;br /&gt;
&#039;&#039;6th Level Twilight Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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 Flying Speed equal to your Walking Speed for 1 minute.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level Twilight Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Twilit Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. 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. When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Twilight Shroud ====&lt;br /&gt;
&#039;&#039;17th Level Twilight Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The twilight that you summon offers a protective embrace: you and all creatures of your choice have 1/2 Cover while in the Emanation created by your Twilight Sanctuary Channel Divinity Feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== War Domain ==&lt;br /&gt;
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. The clerics of war excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domain Spells ====&lt;br /&gt;
&#039;&#039;1st Level War Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don&#039;t count against your number of Prepared Spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Domain Spells&lt;br /&gt;
|-&lt;br /&gt;
! Cleric Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Divine Favor, Halo of Glory&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Magic Weapon, Spiritual Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Crusader&#039;s Mantle, Spirit Guardians&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Freedom of Movement, March of Blades&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Flamestrike, Hold Monster&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiencies ====&lt;br /&gt;
&#039;&#039;1st Level War Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with Martial Weapons and Heavy Armor.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== War Priest ====&lt;br /&gt;
&#039;&#039;1st Level War Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You delivers bolts of inspiration to you while you are engaged in battle. When you take the Attack action, you can make a single Weapon Attack as a Bonus Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Wisdom Modifier regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity: Guided Strike ====&lt;br /&gt;
&#039;&#039;2nd Level War Domain Channel Divinity Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Channel Divinity to strike with supernatural accuracy. When you or a creature within 30ft of you misses an Attack Roll, you can use your Reaction to grant a +10 bonus to the Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blessing of War ====&lt;br /&gt;
&#039;&#039;6th Level War Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically imbue the weapons of you and your allies. As an Action, you and up to four other creatures of your choice within 30ft of you deal an additional 1d8 Force damage on Weapon Attack Rolls.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Strikes ====&lt;br /&gt;
&#039;&#039;8th Level War Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your divine presence empowers your strikes. Choose one of the following features:&lt;br /&gt;
*&#039;&#039;&#039;Potent Spellcasting.&#039;&#039;&#039; You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Warring Strike.&#039;&#039;&#039; You gain the ability to infuse your weapon strikes with the holy might. Once on each of your turns when you hit a creature with a Weapon Attack, you can cause the Attack to deal an extra 1d8 Force Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Avatar of Battle ====&lt;br /&gt;
&#039;&#039;17th Level War Domain Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Resistance to Bludgeoning, Piercing, and Slashing damage from non-magical Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
[[Lazarus Akela]], the Aasimar Life Domain Cleric&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Wizard&amp;diff=1869</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Wizard&amp;diff=1869"/>
		<updated>2022-11-27T00:14:32Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Arcane Conservation */Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Wizard =&lt;br /&gt;
Clad in the silver robes that denote her station, a Genasi closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.&amp;lt;br&amp;gt;&lt;br /&gt;
Checking and rechecking his work, an Ìqáalìe scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.&amp;lt;br&amp;gt;&lt;br /&gt;
Crouching on the floor in a dungeon intersection, a leonin tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.&amp;lt;br&amp;gt;&lt;br /&gt;
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Spellcasting, Spellbook || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Arcane Tradition || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Cantrip Formulas || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || - || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Arcane Tradition Feature || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || - || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || - || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Arcane Tradition Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || - || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 ||  - || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Arcane Tradition Feature || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || - || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || - || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Spell Mastery || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Signature Spell || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d6 per Wizard Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 6 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d6 (or 4) + your Constitution Modifier per Wizard Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Daggers, Darts, Slings, Quarterstaffs, Light Crossbows&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Intelligence and Wisdom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; A Quarterstaff or a Dagger, an Arcane Focus, an Equipment Pack, and a Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
&#039;&#039;1st Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + Your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; An Arcane Focus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual Casting.&#039;&#039;&#039; You can cast any spell in your Spellbook as a Ritual if it has the Ritual tag.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Preparation Method.&#039;&#039;&#039; When you finish a Long Rest, you prepare a number of Spells equal to your Wizard Level + your Intelligence Modifier from the list of spells you have written in your Spellbook.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spells Known and Spell Slots per Level&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 3 || 2 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3 || 3 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 3 || 4 || 2 || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || 4 || 3 || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || 4 || 3 || 2 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 4 || 4 || 3 || 3 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 4 || 4 || 3 || 3 || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 4 || 4 || 3 || 3 || 2 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 4 || 4 || 3 || 3 || 3 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 5 || 4 || 3 || 3 || 3 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellbook ====&lt;br /&gt;
&#039;&#039;1st Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have a Spellbook that you use for Preparing Spells and Casting Rituals. You can use your Spellbook as an Arcane Focus. You begin with six, 1st Level Spells in the Spellbook. Whenever you gain a Level in this class, you magically scribe two additional Spells of a Level you can cast into your Spellbook.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you find a spell from the Wizard Spell List that you do not have in your Spellbook, you can scribe it into your Spellbook by spending 2 hours and 50GP for every Level of the Spell. This represents using magical inks, practicing the spell, and translating the short-hand used in the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
If you copy a Spell from your Spellbook into another Spellbook, you only spend 1 hour and 10GP for each Level of the Spell due to the fact you know how to cast the Spell and you recognize your own short-hand for the formula of the Spell. If you lose your Spellbook, you can copy the spells you have prepared into another Spellbook in the same way.&amp;lt;br&amp;gt;&lt;br /&gt;
If you come across a Spell from another class’s Spell List, you can attempt to copy the Spell into your Spellbook, however every time you attempt to do so, you must make an Intelligence (Arcana) Check with a DC of 18 + the Spell&#039;s Level. If you fail this Check you must wait until you finish a Long Rest to attempt to do so again for that Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you have a Ritual Spell in your Spellbook, you can cast that Spell as a Ritual with only 1 minute added to the Casting Time instead of 10 minutes, you also don&#039;t need to have the Spell Prepared to cast it as a Ritual.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Tradition ==== &lt;br /&gt;
&#039;&#039;2nd, 6th, 10th, and 14th Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the Arcane Traditions in the table below that shaped your practice of magic.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Arcane Traditions&lt;br /&gt;
|-&lt;br /&gt;
! Arcane Tradition !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| School of Abjuration || 1 || You summon a magical ward to protect yourself and others from damage and dispel magical effects that would harm you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
| School of Bladesinging || 2 || You use the magical art of the bladesong that uses both blade and spell to ward yourself from attacks.&lt;br /&gt;
|-&lt;br /&gt;
| School of Chronomancy || 3 || You gain the ability to manipulate time to your best interest and trap your spells in stasis to unleash at the perfect time.&lt;br /&gt;
|-&lt;br /&gt;
| School of Conjuration || 3 || You summon creatures and objects for both in and out of combat and use teleportation to control the battlefield&lt;br /&gt;
|-&lt;br /&gt;
| School of Divination || 2 || You tell the future to know that crucial moments go exactly as planned as well as expand your senses.&lt;br /&gt;
|-&lt;br /&gt;
| School of Enchantment || 2 || You enchant and manipulate your foes to make them fulfill your purposes.&lt;br /&gt;
|-&lt;br /&gt;
| School of Evocation || 1 || You rain destructive spells on your foes ushering obliteration on them while protecting your allies from them.&lt;br /&gt;
|-&lt;br /&gt;
| School of Graviturgy || 2 || You manipulate the gravity and density of both creatures and objects to both assist your allies and harry your foes.&lt;br /&gt;
|-&lt;br /&gt;
| School of Hedge Magic || 3 || You use your home-made magic on the fly and recycle your failed spells to become an surprisingly effective and home-grown mage.&lt;br /&gt;
|-&lt;br /&gt;
| School of Illusion || 3 || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of Necromancy || 4 || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of Onomancy || 2 || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of Rituals || 3 || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of Scribes || 4 || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of Theurgy || 4 || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of Transmutation || 3 || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of Wand Lore || [2/3] || Example&lt;br /&gt;
|-&lt;br /&gt;
| School of War Magic || 3 || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cantrip Formulas ====&lt;br /&gt;
&#039;&#039;3rd Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a Long Rest and consult those formulas in your Spellbook, you can replace one Wizard Cantrip you know with another Cantrip from the Wizard Spell List.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 12th, 16th, and 19th Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spell Mastery ====&lt;br /&gt;
&#039;&#039;18th Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st Level and 2nd Level Wizard Spells in your Spellbook. You can cast those Spells at their lowest Level without expending a Spell Slot and they are always Prepared but do not count against your Spells Prepared.&amp;lt;br&amp;gt;&lt;br /&gt;
By spending 8 hours in study, you can exchange one or both of the Spells you chose for different spells of the same Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Signature Spell ====&lt;br /&gt;
&#039;&#039;20th Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd Level Wizard Spells in your Spellbook as your Signature Spells. You always have these Spells Prepared, they don’t count against your number of Spells Prepared, and you can cast each of these Spells at 3rd Level without expending a Spell Slot. You can cast each of these Spells in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of the a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Arcane Traditions =&lt;br /&gt;
== School of Abjuration ==&lt;br /&gt;
The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.&amp;lt;br&amp;gt;&lt;br /&gt;
Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abjuration Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Abjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy an Abjuration Spell into your Spellbook is halved.&amp;lt;br&amp;gt; Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Abjuration Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Ward ====&lt;br /&gt;
&#039;&#039;2nd Level School of Abjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can weave magic around yourself for protection. When you cast an Abjuration Spell of 1st Level or higher, you can simultaneously use a strand of the Spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. This Arcane Ward has a Hit Point Maximum equal to twice your Wizard Level + your Intelligence Modifier. Whenever you take Damage, your Arcane Ward takes the Damage instead. If this Damage reduces the Arcane Ward to 0 Hit Points, you take any remaining Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
While the ward has 0 Hit Points, it can’t absorb damage, but its magic remains. Whenever you cast an Abjuration Spell of 1st Level or higher, the ward regains a number of hit points equal to twice the Level of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you create the ward, you can’t create it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Projected Ward ====&lt;br /&gt;
&#039;&#039;6th Level School of Abjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature that you can see within 30ft of you takes Damage, you can use your Reaction to cause your Arcane Ward to absorb that Damage. If this Damage reduces the ward to 0 Hit Points, the warded creature takes any remaining Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Abjuration ====&lt;br /&gt;
&#039;&#039;10th Level School of Abjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast an Abjuration Spell that requires you to make an Ability Check as a part of casting that Spell, you add your Proficiency Bonus to that Ability Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spell Resistance ====&lt;br /&gt;
&#039;&#039;14th Level School of Abjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on Saving Throws against Spells. Furthermore, you have Resistance to Damage dealt by Spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Bladesinging ==&lt;br /&gt;
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.&amp;lt;br&amp;gt;&lt;br /&gt;
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Training in War and Song ====&lt;br /&gt;
&#039;&#039;2nd Level School of Bladesinging Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with Light Armor, and you gain Proficiency with one type of One-Handed Melee Weapon of your choice. You also gain Proficiency in the Performance Skill if you don’t already have it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bladesong ====&lt;br /&gt;
&#039;&#039;2nd Level School of Bladesinging Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can invoke an elven magic called the Bladesong, provided that you aren’t wearing Medium or Heavy Armor or using a shield. It graces you with supernatural speed, agility, and focus.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to start the Bladesong, which lasts for 1 minute. It ends early if you are Incapacitated, if you don Medium or Heavy Armor or a Shield, or if you use two hands to make an Attack with a Weapon. You can also dismiss the Bladesong at any time as a Free Action. While your Bladesong is active, you gain the following benefits:&lt;br /&gt;
*You gain a bonus to your AC equal to your Intelligence Modifier.&lt;br /&gt;
*Your Walking Speed increases by 10ft.&lt;br /&gt;
*You have Advantage on Dexterity (Acrobatics) Checks.&lt;br /&gt;
*You gain a bonus to any Concentration Check you make equal to your Intelligence Modifier.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining you expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;6th Level School of Bladesinging Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can perform an additional Attack as part of the Attack Action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Attacks ====&lt;br /&gt;
&#039;&#039;6th Level School of Bladesinging Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Attack Action, you can replace one of the Attacks to cast a single Cantrip with a Casting Time of 1 Action or Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Song of Defense ====&lt;br /&gt;
&#039;&#039;10th Level School of Bladesinging Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can direct your magic to absorb damage while your Bladesong is active. When you take Damage, you can use your Reaction to expend one Spell Slot and reduce that Damage to you by an amount equal to five times the Spell Slot’s Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Song of Victory ====&lt;br /&gt;
&#039;&#039;14 Level School of Bladesinging Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can add your Intelligence Modifier to the Damage of your Melee Weapon Attacks while your Bladesong is active.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Chronomancy ==&lt;br /&gt;
Focusing on the manipulation of time, those who follow the Chronomancy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chronal Shift ====&lt;br /&gt;
&#039;&#039;2nd Level School of Chronomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically exert limited control over the flow of time around a creature. As a Reaction, after you or a creature you can see within 30ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can force the creature to reroll.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Temporal Awareness ====&lt;br /&gt;
&#039;&#039;2nd Level School of Chronomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add your Intelligence Modifier to your Initiative Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Momentary Stasis ====&lt;br /&gt;
&#039;&#039;6th Level School of Chronomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can magically force a Large or smaller creature you can see within 60ft of you to make a Constitution Saving Throw against your Spell Save DC. On a failed Save, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any Damage. While encased in this way, the creature is Incapacitated and has a speed of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Abeyance ====&lt;br /&gt;
&#039;&#039;10th Level School of Chronomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a Spell using a Spell Slot of 4th Level or lower, you can condense the Spell’s magic into a mote. The Spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with a 15AC and 1 Hit Point, and it is Immune to Poison and Psychic Damage. When the bead dissipates over time, or if the bead is destroyed, it vanishes in a flash of light, and the Spell is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
A creature holding the bead can use its Action to release the Spell within, causing the bead to disappear. The Spell uses your Spell Attack Bonus and Spell Save DC, but the Spell treats the creature who released it as the caster for all other purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Convergent Future ====&lt;br /&gt;
&#039;&#039;14th Level School of Chronomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
When you use this feature, you gain one level of Exhaustion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Conjuration ==&lt;br /&gt;
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjuration Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Conjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy an Conjuration Spell into your Spellbook is halved.&amp;lt;br&amp;gt; Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Conjuration Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minor Conjuration ====&lt;br /&gt;
&#039;&#039;2nd Level School of Conjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10ft of you. This object can be no larger than 3ft on a side and weigh no more than 10lbs, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating Dim Light out to a Range of 5ft.&amp;lt;br&amp;gt;&lt;br /&gt;
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Benign Transposition ====&lt;br /&gt;
&#039;&#039;6th Level School of Conjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use yourAction to teleport up to 30ft to an unoccupied space that you can see.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, you can choose a space within Range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest or you cast a Conjuration Spell of 1st Level or higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Focused Conjuration ====&lt;br /&gt;
&#039;&#039;10th Level School of Conjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you are Concentrating on a Conjuration Spell, your Concentration can’t be broken as a result of taking Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Durable Summons ====&lt;br /&gt;
&#039;&#039;14th Level School of Conjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any creature or object that you summon or create with a Conjuration Spell has 30 Temporary Hit Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Divination ==&lt;br /&gt;
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divination Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Divination Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy an Divination Spell into your Spellbook is halved.&amp;lt;br&amp;gt; Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Diviation Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Portent ====&lt;br /&gt;
&#039;&#039;2nd Level School of Divination Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose this school, glimpses of the future begin to press in on your awareness. When you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any Attack Roll, Ability Check, or Saving Throw made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expert Divination ====&lt;br /&gt;
&#039;&#039;6th Level School of Divination Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination Spell of 2nd Level or higher using a Spell Slot, you regain one expended Spell Slot. The Slot you regain must be of a Slot Level lower than the Spell you cast but can’t be higher than 5th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Third Eye ====&lt;br /&gt;
&#039;&#039;10th Level School of Divination Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are Incapacitated or until you finish a Long Rest:&lt;br /&gt;
*&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; You gain Darkvision out to a Range of 120ft.&lt;br /&gt;
*&#039;&#039;&#039;Ethereal Sight.&#039;&#039;&#039; You gain Trusight out to a Range of 60ft.&lt;br /&gt;
*&#039;&#039;&#039;Greater Comprehension.&#039;&#039;&#039; You can understand and read all the writing that you can see.&lt;br /&gt;
You can’t use this feature again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Greater Portent ====&lt;br /&gt;
&#039;&#039;14th Level School of Divination Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll four d20s for your Portent feature, rather than two.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Enchantment ==&lt;br /&gt;
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enchantment Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Enchantment Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy an Enchantment Spell into your Spellbook is halved.&amp;lt;br&amp;gt; Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Enchantment Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hypnotic Gaze ====&lt;br /&gt;
&#039;&#039;2nd Level School of Enchantment Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your soft words and enchanting gaze can magically enthrall another creature. As an Action, choose one creature that you can see within 5ft of you. If the target can see or hear you, it must succeed on a Wisdom Saving Throw against your Spell Save DC or be Charmed by you until the end of your next turn. The Charmed creature’s speed drops to 0, and the creature is Incapacitated and visibly dazed.&amp;lt;br&amp;gt;&lt;br /&gt;
On subsequent turns, you can use your Action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5ft away from the creature, if the creature can neither see nor hear you, or if the creature takes Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the effect ends, or if the creature succeeds on its initial Saving Throw against this effect, you can’t use this feature on that creature again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Instinctive Charm ====&lt;br /&gt;
&#039;&#039;6th Level School of Enchantment Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature you can see within 30ft of you Attacks you, you can use your Reaction to divert the attack to another creature in the Attack&#039;s Range. The Attacker must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, the Attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful Save, you can’t use this feature on the Attacker again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Creatures that can’t be Charmed are unaffected by this feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Split Enchantment ====&lt;br /&gt;
&#039;&#039;10th Level School of Enchantment Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast an Enchantment Spell of 1st Level or higher that targets only one creature, you can cause that Spell to target a second creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Memories ====&lt;br /&gt;
&#039;&#039;14th Level School of Enchantment Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to make a creature unaware of your magical influence on it. When you cast an Enchantment Spell to Charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being Charmed.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, once before the Spell ends, you can use your Action to try make the creature forget some of the time it spent Charmed. The creature must succeed on an Intelligence Saving Throw against your Spell Save DC or lose a number of hours of its memory equal to 1 + your Charisma Modifier. You can make the creature forget less time, but the amount of time can’t exceed the duration of the Enchantment Spell cast.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Evocation ==&lt;br /&gt;
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing fire, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evocation Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Evocation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy an Evocation Spell into your Spellbook is halved.&amp;lt;br&amp;gt; Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Evocation Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sculpt Spells ====&lt;br /&gt;
&#039;&#039;2nd Level School of Evocation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can create pockets of relative safety within the effects of your Evocation Spells. When you cast an Evocation Spell that affects other creatures that you can see, you can choose a number of creatures equal to 1 + the Spell’s Level. The chosen creatures automatically succeed on their Saving Throws against the Spell, and they take no Damage if they would normally take half Damage on a successful Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Potent Cantrip ====&lt;br /&gt;
&#039;&#039;6th Level School of Evocation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your damaging Cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a Saving Throw against one of your Cantrips, the creature takes half of the Cantrip’s Damage (if any) but suffers no additional effect from the Cantrip.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Empowered Evocation ====&lt;br /&gt;
&#039;&#039;10th Level School of Evocation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can add your Intelligence Modifier to one Damage Roll of any Evocation Spell you cast.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Overchannel ====&lt;br /&gt;
&#039;&#039;14th Level School of Evocation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can increase the power of your simpler spells. When you cast a Wizard Spell of 5th Level of lower that deals Damage, you can deal maximum Damage with that spell.&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you reduce your Current Hit Points by 2d12 for every Level of the Spell immediately after you cast it. Each time you use this feature again before finishing a Long Rest, the Current Hit Points reduced is increased by 1d12.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Graviturgy ==&lt;br /&gt;
Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adjust Density ====&lt;br /&gt;
&#039;&#039;2nd Level School of Graviturgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can magically alter the weight of one object or creature you can see within 30ft of you. The object or creature must be Large or smaller. The target’s weight is halved or doubled for up to 1 minute or until your Concentration on this effect ends.&amp;lt;br&amp;gt;&lt;br /&gt;
While the weight of a creature is halved by this effect, the creature’s Speed increases by 10ft, it can Hump twice as far as normal, and it has Disadvantage on Strength Checks and Saving Throws. While the weight of a creature is doubled by this effect, the creature’s Speed is reduced by 10ft, and it has Advantage on Strength Checks and Saving Throws.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon reaching 10th Level in this class, you can target an object or a creature that is Huge or smaller.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravity Well ====&lt;br /&gt;
&#039;&#039;6th Level School of Graviturgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve learned how to manipulate gravity around a living being: whenever you cast a Spell on a creature, you can move the target 5ft to an unoccupied space of your choice if the target is willing to move, the Spell hits it with an Attack, or it fails a Saving Throw imposed by the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Violent Attraction ====&lt;br /&gt;
&#039;&#039;10th Level School of Graviturgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When another creature that you can see within 60ft of you hits with a Weapon Attack, you can use your Reaction to increase the Attack’s velocity, causing the Attack to deal and additional 1d10 Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, if a creature within 60ft of you takes Damage from falling, you can use your Reaction to increase the that Damage by 2d10.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Event Horizon ====&lt;br /&gt;
&#039;&#039;14th Level School of Graviturgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your Concentration on this effect ends. For the Duration, whenever a creature hostile to you starts its turn within 30ft of you, it must make a Strength Saving Throw against your Spell Save DC. On a failed Save, it takes 2d10 Force Damage, and its Speed is reduced to 0 until the start of its next turn. On a successful Save, it takes half as much Damage, and is Slowed 2 until the start of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend a Spell Slot of 3rd Level or higher to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Hedge Magic ==&lt;br /&gt;
While almost all wizards study in formal schools under the tutelage of a wise master, some wizards reject traditional arcane schooling and strike out into the world to learn by doing. These rare few who hone their craft out in the wilds are referred to as Hedge Wizards. Though their methods are frowned upon by formal wizarding schools, any archmage worthy of his station will reluctantly recognize that Hedge Wizards are the true masters of the low magics.&amp;lt;br&amp;gt;&lt;br /&gt;
Regardless of their background, all Hedge Wizards reject the traditional methods of wizardry. When creating your Hedge Wizard consider how your spellcasting and spellbook may differ from a wizard who attended a formal school.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cantrip Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Hedge Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your unorthodox relationship with arcane magic allows you to you learn the fundamentals of magic not traditionally associated with wizards. You learn one Cantrip of your choice from any class&#039;s Spell List. The chosen Cantrip counts as a Wizard Spell for you, but does not count against your number of Cantrips Known. You learn additional Cantrips in this way at certain Levels in this class; one each at 6th Level, 10th Level, and 14th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Self-Taught ====&lt;br /&gt;
&#039;&#039;2nd Level School of Hedge Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your deep understanding of the low magic allows you to add them to your Spellbook at a discount. The GP and time you must spend to copy a Spell into your Spellbook is halved if the Spell&#039;s Level is equal to or lower than your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Spells of that Level or lower into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== On the Fly ====&lt;br /&gt;
&#039;&#039;6th Level School of Hedge Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill with basic magic is second to none, allowing you to spontaneously cast low-level Spells that you haven&#039;t Prepared. You can use your Action to cast any Spell of 2nd Level or lower from your Spellbook, even if you don&#039;t have the Spell Prepared by expending the appropriate Spell Slot. The Spell must have a casting time of one Action or Bonus Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast a Spell in this way a number of times equal to your Intelligence Modifier, and you regain all expended uses when you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
As you gain Levels in this class, you can cast more powerful spells with this feature: 3rd Level Spells at 10th Level, 4th Level Spells at 14th Level, and 5th Level Spells at 18th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hardy Magic ====&lt;br /&gt;
&#039;&#039;10th Level School of Hedge Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Learning your magic out in the wild instead of the controlled environment of a formal school has made you hardier than most wizards. When you fail a Constitution Saving Throw to maintain Concentration on a Spell, you can use a Reaction to grant yourself a bonus to the roll equal to your Intelligence Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Conservation ====&lt;br /&gt;
&#039;&#039;14th Level School of Hedge Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your understanding of arcane fundamentals allows you to recycle the energy of failed spells. When you cast a Wizard Spell of 4th Level or lower and the spell has no effect on any creatures, you regain one expended Spell Slot that is of a lower Level then the Spell you cast. &amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 18th Level in this class, this ability affects any Wizard Spells of 5th Level and lower.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Illusion ==&lt;br /&gt;
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Illusion Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Illusion Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy an Illusion Spell into your Spellbook is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Illusion Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Minor Illusion ====&lt;br /&gt;
&#039;&#039;2nd Level School of Illusion Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn the Minor Illusion Cantrip. The Cantrip doesn’t count against your number of Cantrips known.&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast the Minor Illusion Cantrip, you can create both a sound and an image with a single casting of the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Malleable Illusions ====&lt;br /&gt;
&#039;&#039;6th Level School of Illusion Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast an Illusion Spell that has a duration of 1 minute or longer, you can use an Action to change the nature of that Illusion (using the Spell’s normal parameters for the Illusion), provided that you can see the Illusion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Illusory Self ====&lt;br /&gt;
&#039;&#039;10th Level School of Illusion Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an Attack against you, you can use your Reaction to interpose the illusory duplicate between the Attacker and yourself. The Attack automatically misses you, then the duplicate dissipates.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Illusory Reality ====&lt;br /&gt;
&#039;&#039;14th Level School of Illusion Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an Illusion Spell of 1st Level or higher, you can choose one inanimate, non-magical object that is part of the Illusion and make that object real. You can do this on your turn as a Bonus Action while the Spell is active. The object remains real for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
The object can’t deal Damage or otherwise directly harm any creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Necromancy ==&lt;br /&gt;
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Necromancy Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Necromancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy a Necromancy Spell into your Spellbook is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Necromancy Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grim Harvest ====&lt;br /&gt;
&#039;&#039;2nd Level School of Necromancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to reap life energy from creatures you kill with your Spells. Once per turn when you kill one or more creatures with a Spell of 1st Level or higher, you regain Hit Points equal to twice the Spell’s Level, or three times its Level if it is a Necromancy Spell. You don’t gain this benefit for killing Constructs or Undead.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undead Thralls ====&lt;br /&gt;
&#039;&#039;6th Level School of Necromancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add the Animate Dead Spell to your Spellbook. When you cast the Animate Dead Spell, you can target one additional corpse or pile of bones, creating another Zombie or Skeleton, as appropriate. Whenever you create an Undead using a Necromancy Spell, it has additional benefits:&lt;br /&gt;
*The creature’s Hit Point Maximum is increased by an amount equal to your Wizard Level.&lt;br /&gt;
*The creature adds your Proficiency Bonus to its Weapon Damage Rolls.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inured to Undeath ====&lt;br /&gt;
&#039;&#039;10th Level School of Necromancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.&amp;lt;br&amp;gt;&lt;br /&gt;
You have Resistance to Necrotic Damage, and your Hit Point Maximum can’t be reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Undead ====&lt;br /&gt;
&#039;&#039;14th Level School of Necromancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use magic to bring undead under your control, even those created by other wizards. As an Action, you can choose one Undead that you can see within 60ft of you. That creature must make a Charisma Saving Throw against your Spell Save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligent Undead are harder to control in this way. If the target has an Intelligence Score of 8 or higher, it has Advantage on the Save. If it fails the Save and has an Intelligence Score of 12 or higher, it can repeat the Saving Throw at the end of every hour until it succeeds and breaks free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Onomancy ==&lt;br /&gt;
Practitioners of magic well know the power of names, not used or given names, but True Names. Wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it.&amp;lt;br&amp;gt;&lt;br /&gt;
That distinction creates power that onomancers seek to tap. By speaking a target’s true name, the wizard’s spells slip between the cracks of the target’s defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their True Names, typically by adopting monikers and pseudonyms.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiencies ====&lt;br /&gt;
&#039;&#039;2nd Level School of Onomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn one Language of your choice and gain Proficiency with Calligrapher’s Tools.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extract Name ====&lt;br /&gt;
&#039;&#039;2nd Level School of Onomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically compel a creature to divulge its True Name. As a Bonus Action, you target one creature you can see within 60ft of you. The target must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, you learn that creature&#039;s True Name or the fact that it does not have one. If a creature succeeds on the Save, you don&#039;t learn that creature&#039;s True Name and cannot use this feature on that creature again until the end of your next Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fateful Naming ====&lt;br /&gt;
&#039;&#039;2nd Level School of Onomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can bend magic to hinder creatures through the power of their True Names. When you cast a Spell and speak the True Name of a creature that is the target of the Spell, if that creature is within Range of the Spell, you can target the creature with the Spell even if you can’t see the creature or it has Total Cover against the Spell. Additionally, when you target a creature in this way, you can change the Damage Type of the Spell to either Force or Psychic Damage for that creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Destructive Naming ====&lt;br /&gt;
&#039;&#039;6th Level School of Onomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a Spell and speak the True Name of a creature that is the target of the Spell, if that creature failed a Saving Throw imposed by the Spell, you can choose to either knock that creature Prone, or move that creature up to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forceful Naming ====&lt;br /&gt;
&#039;&#039;10th Level School of Onomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a Spell and speak the True Name of a creature that is the target of the Spell, you gain 3d8 Temporary Hit Points and any Saving Throw imposed by that Spell on that creature are made at Disadvantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Final Naming ====&lt;br /&gt;
&#039;&#039;14th Level School of Onomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action you can expend a Spell Slot and speak the True Name of a creature that can hear you. That creature must make a Charisma Saving Throw against your Spell Save DC, on a failed Save, harmless ripples begin in that creature that last for 7 days. During this time, as an Action you can speak the True Name of that creature again while it can hear you to end this effect. When you do this, you roll 3d12 for every Spell Level of the expended Spell Slot. If the total rolled is greater than the creature&#039;s Current Hit Points, it dies.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use speak a creature&#039;s True Name a second time with this feature, its True Name is shattered and is no longer that creature&#039;s True Name. After 1d10 Days if that creature is still living, the creature gains a new True Name which you do not know.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Rituals ==&lt;br /&gt;
Wizards spend their lives memorizing esoteric formulas that allow them to produce wondrous arcane effects. However, when produced spontaneously, spells are extremely taxing  on the caster. To preserve their power, most wizards learn to cast ritual spells, spells that take longer to produce, but aren&#039;t as draining on said wizard&#039;s magical stamina. Some wizards, known as Ritualists, dedicate their great intellect to mastery over the deliberate and reliable magic of ritual spellcasting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ritual Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Rituals Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy a Ritual Spell into your Spellbook is halved.&amp;lt;br&amp;gt; Additionally, you have Advantage on the Intelligence (Arcana) Check you make to copy non-Wizard Ritual Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Suspension ====&lt;br /&gt;
&#039;&#039;2nd Level School of Rituals Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish casting a Ritual, you can inscribe arcane markings into the air surrounding you to delay the effects and suspend the Duration of the Spell. The Ritual remains intact for a number of hours equal to your Intelligence Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can activate the effects of one of your suspended Rituals, at which point the Spell’s Duration begins.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improvised Rituals ====&lt;br /&gt;
&#039;&#039;6th Level School of Rituals Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can improvise the ritual process for spells with which are normally not rituals. When you finish a Long Rest, you can choose a number of Spells of 5th Level or lower equal to your Intelligence Modifier and give them the Ritual tag until the end of your next Long Rest. You cannot suspend a Spell given the Ritual tag in this way with your Arcane Suspension feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ritualistic Perfectionism ====&lt;br /&gt;
&#039;&#039;10th Level School of Rituals Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You hold yourself to a higher standard with your Rituals. When you cast a Spell of 4th Level or lower as a Ritual, you instead cast that Spell at 5th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Ritualist ====&lt;br /&gt;
&#039;&#039;14th Level School of Rituals Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have reached an unparalleled understanding of ritualistic magic and its applications. When you cast a Spell that requires Concentration as a Ritual, you ignore the Concentration requirement of that spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Scribes ==&lt;br /&gt;
Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.&lt;br /&gt;
Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the School of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wizardly Quill ====&lt;br /&gt;
&#039;&#039;2nd Level School of Scribes Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically create a Tiny quill in your free hand. The magic quill has the following properties:&lt;br /&gt;
*The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.&lt;br /&gt;
*The time you must spend to copy a Spell into your Spellbook equals 2 minutes per Spell Level if you use the quill for the transcription.&lt;br /&gt;
*You can erase anything you write with the quill if you wave the feather over the text as a Bonus Action, provided the text is within 5ft of you.&lt;br /&gt;
This quill disappears if you create another one or if you Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Awakened Spellbook ====&lt;br /&gt;
&#039;&#039;2nd Level School of Scribes Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your Spellbook. While you are holding the book, it grants you the following benefits:&lt;br /&gt;
*When you cast a Wizard Spell with a Spell Slot, you can temporarily replace its &lt;br /&gt;
Damage Type with a Type that appears in another Spell of the same Level in your Spellbook, which magically alters the Spell’s formula for this casting only.&lt;br /&gt;
*When you cast a Wizard Spell as a Ritual, you can use the Spell’s normal Casting Time, rather than adding 1 minute to it. Once you use this benefit, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
If necessary, you can replace the book over the course of a Long Rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic Spellbook to which you’re attuned. At the end of the Long Rest, your Spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your Spellbook, along with all its Spells. If the previous book still existed somewhere, all the Spells vanish from its pages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Manifest Mind ====&lt;br /&gt;
&#039;&#039;6th Level School of Scribes Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can conjure forth the mind of your Awakened Spellbook. As a Bonus Action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60ft of you. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, a scholar from the past, or another form.&amp;lt;br&amp;gt;&lt;br /&gt;
While manifested, the spectral mind can hear and see, and it has Darkvision with a range of 60ft. The mind can telepathically share with you what it sees and hears as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you cast a Wizard Spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your Proficiency Bonus, Regaining expended uses when you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can cause the spectral mind to move up to 30ft to an unoccupied space that you or it can see. It can pass through creatures but not objects.&amp;lt;br&amp;gt;&lt;br /&gt;
The spectral mind stops manifesting if it is ever more than 300ft away from you, if someone casts the Dispel Magic Spell on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a Bonus Action. Once you conjure the mind, you can’t do so again until you finish a Long Rest, unless you expend a Spell Slot of 1st Level or higher to conjure it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Scrivener ====&lt;br /&gt;
&#039;&#039;10th Level School of Scribes Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you finish a Long Rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spellbook must be within 5ft of you when you make the scroll. The chosen Spell must be of 1st or 2nd Level and must have a Casting Time of 1 Action. Once in the scroll, the Spell’s power is enhanced, counting as one Level higher than normal. You can cast the Spell from the scroll by reading it as an Action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to make such a Spell Scroll are halved if you use your Wizardly Quill.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== One with the Word ====&lt;br /&gt;
&#039;&#039;14th Level School of Scribes Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have Advantage on all Intelligence (Arcana) Checks, as the Spellbook helps you remember magical lore.&amp;lt;br&amp;gt;&lt;br /&gt;
Moreover, if you take Damage while your Spellbook’s mind is manifested, you can prevent all of that Damage by using your Reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The Spellbook temporarily loses Spells of your choice that have a combined Spell Level equal to that roll or higher. If there aren’t enough spells in the book to cover this cost, you instead take twice as much Damage as you would have otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Until you finish 1d6 Long Rests, you are incapable of casting the lost Spells from that Spellbook. After you finish the required number of Long Rests, the Spells reappear in the Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Theurgy ==&lt;br /&gt;
Not all who serve deities of the upper planes do so as clerics, priests, and paladins. Some wizards focus their great intellect on studies of the divine, and in turn learn to produce divine magic. Wizards who join this school often reside in temples rather then towers, and tend to be more benevolent then their arcane counterparts. In their studies of the upper planes and their magic, these sages often find themselves sympathizing with the causes of the deities they spend their lives studying.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Theurgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain access to divine magics unavailable to most wizards. When you gain a Level in this class, one of the Spells you add to your Spellbook can be from the Cleric Spell List. You can also use a Holy Symbol as your Spellcasting Focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you automatically succeed any Intelligence (Arcana) Checks to add Spell&#039;s from the Cleric Spell List to your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Divinity ====&lt;br /&gt;
&#039;&#039;2nd Level School of Theurgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to harness the power of Bahumat. When you use your Arcane Divinity feature, you must expend a Spell Slot of 1st Level or higher and choose which effect to use out of the Channel Divinity Options you have in your Spellbook. If a Channel Divinity Option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC. You can use this feature number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Whenever a Channel Divinity Option would have you take a specific action with your Holy Symbol, you can instead take that same action with your Wizard Spellcasting Focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Choose two Channel Divinity Options including Turn Undead and Aberrations and any Channel Divinity Option given by a Cleric Subclass (summarized [[Channel Divinities|here]]) and add them to your Spellbook.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you find a Channel Divinity Option including the Turn Undead and Aberrations and any given by a Cleric or Paladin Subclass that you do not have in your Spellbook, you can scribe it into your Spellbook by spending 8 hours and 200GP. This represents using magical inks, practicing the Channel Divinity, and translating it into a short-hand that is both divine and arcane.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Theologian ====&lt;br /&gt;
&#039;&#039;6th Level School of Theurgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action you can display some of your divine power refined through study. When you do so, choose one of the following effects:&lt;br /&gt;
*Your eyes, hair, Spellbook or hands shine, providing Bright Light out to a Range of 10ft, and Dim Light an additional 10ft.&lt;br /&gt;
*You gain a Flying Speed equal to your Walking Speed, but can only hover 1ft off the ground.&lt;br /&gt;
*You cause an item you touch that is no more than 3ft on any side to hover either 3ft off the ground or closely around a creature of your choice within 15ft of you.&lt;br /&gt;
*You gain the ability to read text up to 100ft away from you as if it were 1ft away from you.&lt;br /&gt;
You can have a number of these effects active at once equal to your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Protection ====&lt;br /&gt;
&#039;&#039;10th Level School of Theurgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your knowledge of the divine grants you a measure of protection against evil. When an Aberration or Undead attacks you, it must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, the creature must choose a different target, or the Attack automatically misses. On a successful Save, the creature is Immune to this effect for 24 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Any creature with an Intelligence Score of 4 or higher is aware of this effect before it makes its Attack against you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Arcana ====&lt;br /&gt;
&#039;&#039;14th Level School of Theurgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Arcane Divinity feature, the next Spell you cast before the end of your next turn is cast as if it were one Spell Level higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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== School of Transmutation ==&lt;br /&gt;
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.&lt;br /&gt;
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Transmutation Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Transmutation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy an Transmutation Spell into your Spellbook is halved.&amp;lt;br&amp;gt; Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Transmutation Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minor Alchemy ====&lt;br /&gt;
&#039;&#039;2nd Level School of Transmutation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can temporarily alter the physical properties of one non-magical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone, iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your Concentration on the effect, the material reverts to its original substance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Transmuter’s Stone ====&lt;br /&gt;
&#039;&#039;6th Level School of Transmutation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 8 hours creating a Transmuter’s Stone that stores Transmutation magic. You can benefit from the Stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the Stone is in the creature’s possession. When you create the Stone, choose the benefit it gives from the following options:&lt;br /&gt;
*The creature gains Darkvision out to a Range of 60ft.&lt;br /&gt;
*The creature gains a 10ft bonus to its Speed.&lt;br /&gt;
*The creature gains proficiency in Constitution Saving Throws.&lt;br /&gt;
*The creature gains Resistance to Acid, Cold, Fire, Lightning, or Thunder Damage (your choice whenever you choose this benefit)&lt;br /&gt;
Each time you cast a Transmutation Spell of 1st Level or higher, you can change the effect of your Stone if the Stone is on your person. If you create a new Transmuter’s Stone, the previous one ceases to function.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shapechanger ====&lt;br /&gt;
&#039;&#039;10th Level School of Transmutation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add the Polymorph Spell to your Spellbook. You can cast Polymorph without expending a Spell Slot. When you do so, you can target only yourself and transform into a Beast that has a CR of 1 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast Polymorph in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Transmuter ====&lt;br /&gt;
&#039;&#039;14th Level School of Transmutation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action to consume the reserve of Transmutation magic stored within your Transmuter’s Stone in a single burst. Your Transmuter’s Stone is destroyed and can’t be remade until you finish a Long Rest. When you do so, choose one of the following effects.:&lt;br /&gt;
*&#039;&#039;&#039;Major Transformation.&#039;&#039;&#039; You can transmute one non-magical object that is no larger than a 5ft Cube into another non-magical object of similar size and mass with an equal or lesser value. You must spend 10 minutes handling the object to transform it.&lt;br /&gt;
*&#039;&#039;&#039;Universal Cure.&#039;&#039;&#039; You remove all Curses, Diseases, and Poisons affecting a creature that you touch with the Transmuter’s Stone. The creature also regains all its Hit Points.&lt;br /&gt;
*&#039;&#039;&#039;Restore Life.&#039;&#039;&#039; You cast the Raise Dead Spell on a creature you touch with the Transmuter’s Stone, without expending a Spell Slot or needing to have the Spell in your Spellbook.&lt;br /&gt;
*&#039;&#039;&#039;Restore Youth.&#039;&#039;&#039; You touch the Transmuter’s Stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Wand Lore ==&lt;br /&gt;
Some children grow up sword-fighting with sticks and become soldiers, but you’ve learned how to turn a simple stick into something more powerful than a blade. The study of wand lore delves deeper into old magic, beyond the normal lists of components and incantations, and into the rich history and tradition of wandcraft.&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other wizards, you know the usefulness of slinging your spells in different ways as different situations arise.&amp;lt;br&amp;gt;&lt;br /&gt;
As a wizard of wand lore, you know that a mage’s true power can be amplified with the right tool: for you, that tool is a wand of your own creation.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wand Aficionado ====&lt;br /&gt;
&#039;&#039;2nd Level School of Wand Lore Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You tie yourself to specific Wands you like. You can perform a ritual over the course of 1 hour, which can be done during a Long Rest. The Wand must be within your reach throughout the ritual, at the conclusion of which you touch the Wand and forge the bond, causing that Wand to become your Bonded Wand.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Crit Range on Spell Attack Rolls increases by 1 for Spells cast with the Bonded Wand.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spell Slinging ====&lt;br /&gt;
&#039;&#039;2nd Level School of Wand Lore Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a Spell with a Duration of Instant or 1 Round while using the Bonded Wand as your Spellcasting Focus, you can give that Spell one of the following benefits:&lt;br /&gt;
*The Spell ignores 1/2 Cover and 3/4 Cover.&lt;br /&gt;
*If the Spell has a Range of at least 5ft, the Spell&#039;s Range is doubled.&lt;br /&gt;
*The Spell ignores the Damage Resistances of its targets.&lt;br /&gt;
*You add your Proficiency Bonus to the Damage of the Spell.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Additionally, you regain a use this feature whenever you score a Critical Hit on a Spell Attack Roll&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wand Parry ====&lt;br /&gt;
&#039;&#039;6th Level School of Wand Lore Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take Damage from a Spell while you are holding your Bonded Wand, you can use your Reaction and expend a use of your Spell Slinging feature to halve the Damage of that Spell against you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cantrip Versatility ====&lt;br /&gt;
&#039;&#039;10th Level School of Wand Lore Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a Cantrip with your bonded Wand that does not deal Damage, make an Attack Roll, or require a Saving Throw, that Cantrip gains all of the following benefits:&lt;br /&gt;
*If the Cantrip has a Duration greater than Instant, the Cantrip&#039;s Duration is doubled.&lt;br /&gt;
*If the Cantrip has a Range of at least 5ft, the Cantrip&#039;s Range is doubled.&lt;br /&gt;
*If the Cantrip has a Range of Touch, the Cantrip&#039;s Range is instead 10ft&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Perfected Slinging ====&lt;br /&gt;
&#039;&#039;14th Level School of Wand Lore Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Spell Slinging feature, you can expend an additional use of the feature to add an additional benefit to the Spell Cast. Additionally, at the start of each of your turns, you regain a use of your Spell Slinging feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of War Magic ==&lt;br /&gt;
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.&amp;lt;br&amp;gt;&lt;br /&gt;
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty Fireball if I die before I can cast it?”&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Deflection ====&lt;br /&gt;
&#039;&#039;2nd Level School of War Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned to weave your magic to fortify yourself against harm. When you are hit by an Attack or fail a Saving Throw, you can use your Reaction to gain a +2 bonus to your AC against that Attack or a +4 bonus to that Saving Throw.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use this feature, you can’t cast Spells other than Cantrips until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tactical Wit ====&lt;br /&gt;
&#039;&#039;2nd Level School of War Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your keen ability to assess tactical situations allows you to act quickly in battle. You add your Intelligence Modifier to your Initiative Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Counter Magic ====&lt;br /&gt;
&#039;&#039;6th Level School of War Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add the Dispel Magic Spell to your Spellbook. Additionally, when you cast Dispel Magic, you can cast it as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Durable Magic ====&lt;br /&gt;
&#039;&#039;10th Level School of War Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic you channel helps ward off harm. While you are Concentrating on an effect, you have a +2 bonus to your AC and all Saving Throws you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deflecting Shroud ====&lt;br /&gt;
&#039;&#039;14th Level School of War Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60ft of you each take Force Damage equal to half your Wizard Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Wizard&amp;diff=1833</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Wizard&amp;diff=1833"/>
		<updated>2022-11-26T01:14:19Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Arcane Suspension */Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Wizard =&lt;br /&gt;
Clad in the silver robes that denote her station, a Genasi closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.&amp;lt;br&amp;gt;&lt;br /&gt;
Checking and rechecking his work, an Ìqáalìe scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.&amp;lt;br&amp;gt;&lt;br /&gt;
Crouching on the floor in a dungeon intersection, a leonin tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.&amp;lt;br&amp;gt;&lt;br /&gt;
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Spellcasting, Spellbook || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Arcane Tradition || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Cantrip Formulas || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || - || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Arcane Tradition Feature || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || - || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || - || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Arcane Tradition Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || - || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 ||  - || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Arcane Tradition Feature || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || - || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || - || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Spell Mastery || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Signature Spell || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d6 per Wizard Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 6 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d6 (or 4) + your Constitution Modifier per Wizard Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Daggers, Darts, Slings, Quarterstaffs, Light Crossbows&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Intelligence and Wisdom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; A Quarterstaff or a Dagger, an Arcane Focus, an Equipment Pack, and a Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
&#039;&#039;1st Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + Your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; An Arcane Focus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual Casting.&#039;&#039;&#039; You can cast any spell in your Spellbook as a Ritual if it has the Ritual tag.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Preparation Method.&#039;&#039;&#039; When you finish a Long Rest, you prepare a number of Spells equal to your Wizard Level + your Intelligence Modifier from the list of spells you have written in your Spellbook.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spells Known and Spell Slots per Level&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 3 || 2 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3 || 3 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 3 || 4 || 2 || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || 4 || 3 || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || 4 || 3 || 2 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 4 || 4 || 3 || 3 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 4 || 4 || 3 || 3 || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 4 || 4 || 3 || 3 || 2 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 4 || 4 || 3 || 3 || 3 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 5 || 4 || 3 || 3 || 3 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellbook ====&lt;br /&gt;
&#039;&#039;1st Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have a Spellbook that you use for Preparing Spells and Casting Rituals. You can use your Spellbook as an Arcane Focus. You begin with six, 1st Level Spells in the Spellbook. Whenever you gain a Level in this class, you magically scribe two additional Spells of a Level you can cast into your Spellbook.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you find a spell from the Wizard Spell List that you do not have in your Spellbook, you can scribe it into your Spellbook by spending 2 hours and 50GP for every Level of the Spell. This represents using magical inks, practicing the spell, and translating the short-hand used in the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
If you copy a Spell from your Spellbook into another Spellbook, you only spend 1 hour and 10GP for each Level of the Spell due to the fact you know how to cast the Spell and you recognize your own short-hand for the formula of the Spell. If you lose your Spellbook, you can copy the spells you have prepared into another Spellbook in the same way.&amp;lt;br&amp;gt;&lt;br /&gt;
If you come across a Spell from another class’s Spell List, you can attempt to copy the Spell into your Spellbook, however every time you attempt to do so, you must make an Intelligence (Arcana) Check with a DC of 18 + the Spell&#039;s Level. If you fail this Check you must wait until you finish a Long Rest to attempt to do so again for that Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you have a Ritual Spell in your Spellbook, you can cast that Spell as a Ritual with only 1 minute added to the Casting Time instead of 10 minutes, you also don&#039;t need to have the Spell Prepared to cast it as a Ritual.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Tradition ==== &lt;br /&gt;
&#039;&#039;2nd, 6th, 10th, and 14th Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the Arcane Traditions in the table below that shaped your practice of magic.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cantrip Formulas ====&lt;br /&gt;
&#039;&#039;3rd Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 12th, 16th, and 19th Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spell Mastery ====&lt;br /&gt;
&#039;&#039;18th Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st Level and 2nd Level Wizard Spells in your Spellbook. You can cast those Spells at their lowest Level without expending a Spell Slot and they are always Prepared but do not count against your Spells Prepared.&amp;lt;br&amp;gt;&lt;br /&gt;
By spending 8 hours in study, you can exchange one or both of the Spells you chose for different spells of the same Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Signature Spell ====&lt;br /&gt;
&#039;&#039;20th Level Wizard Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd Level Wizard Spells in your Spellbook as your Signature Spells. You always have these Spells Prepared, they don’t count against your number of Spells Prepared, and you can cast each of these Spells at 3rd Level without expending a Spell Slot. You can cast each of these Spells in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of the a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Arcane Traditions =&lt;br /&gt;
== School of Abjuration ==&lt;br /&gt;
The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.&amp;lt;br&amp;gt;&lt;br /&gt;
Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abjuration Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Abjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy an Abjuration Spell into your Spellbook is halved.&amp;lt;br&amp;gt; Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Abjuration Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Ward ====&lt;br /&gt;
&#039;&#039;2nd Level School of Abjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can weave magic around yourself for protection. When you cast an Abjuration Spell of 1st Level or higher, you can simultaneously use a strand of the Spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. This Arcane Ward has a Hit Point Maximum equal to twice your Wizard Level + your Intelligence Modifier. Whenever you take Damage, your Arcane Ward takes the Damage instead. If this Damage reduces the Arcane Ward to 0 Hit Points, you take any remaining Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
While the ward has 0 Hit Points, it can’t absorb damage, but its magic remains. Whenever you cast an Abjuration Spell of 1st Level or higher, the ward regains a number of hit points equal to twice the Level of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you create the ward, you can’t create it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Projected Ward ====&lt;br /&gt;
&#039;&#039;6th Level School of Abjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature that you can see within 30ft of you takes Damage, you can use your Reaction to cause your Arcane Ward to absorb that Damage. If this Damage reduces the ward to 0 Hit Points, the warded creature takes any remaining Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Abjuration ====&lt;br /&gt;
&#039;&#039;10th Level School of Abjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast an Abjuration Spell that requires you to make an Ability Check as a part of casting that Spell, you add your Proficiency Bonus to that Ability Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spell Resistance ====&lt;br /&gt;
&#039;&#039;14th Level School of Abjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on Saving Throws against Spells. Furthermore, you have Resistance to Damage dealt by Spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Bladesinging ==&lt;br /&gt;
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.&amp;lt;br&amp;gt;&lt;br /&gt;
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Training in War and Song ====&lt;br /&gt;
&#039;&#039;2nd Level School of Bladesinging Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with Light Armor, and you gain Proficiency with one type of One-Handed Melee Weapon of your choice. You also gain Proficiency in the Performance Skill if you don’t already have it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bladesong ====&lt;br /&gt;
&#039;&#039;2nd Level School of Bladesinging Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can invoke an elven magic called the Bladesong, provided that you aren’t wearing Medium or Heavy Armor or using a shield. It graces you with supernatural speed, agility, and focus.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to start the Bladesong, which lasts for 1 minute. It ends early if you are Incapacitated, if you don Medium or Heavy Armor or a Shield, or if you use two hands to make an Attack with a Weapon. You can also dismiss the Bladesong at any time as a Free Action. While your Bladesong is active, you gain the following benefits:&lt;br /&gt;
*You gain a bonus to your AC equal to your Intelligence Modifier.&lt;br /&gt;
*Your Walking Speed increases by 10ft.&lt;br /&gt;
*You have Advantage on Dexterity (Acrobatics) Checks.&lt;br /&gt;
*You gain a bonus to any Concentration Check you make equal to your Intelligence Modifier.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining you expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;6th Level School of Bladesinging Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can perform an additional Attack as part of the Attack Action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Attacks ====&lt;br /&gt;
&#039;&#039;6th Level School of Bladesinging Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Attack Action, you can replace one of the Attacks to cast a single Cantrip with a Casting Time of 1 Action or Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Song of Defense ====&lt;br /&gt;
&#039;&#039;10th Level School of Bladesinging Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can direct your magic to absorb damage while your Bladesong is active. When you take Damage, you can use your Reaction to expend one Spell Slot and reduce that Damage to you by an amount equal to five times the Spell Slot’s Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Song of Victory ====&lt;br /&gt;
&#039;&#039;14 Level School of Bladesinging Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can add your Intelligence Modifier to the Damage of your Melee Weapon Attacks while your Bladesong is active.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Chronomancy ==&lt;br /&gt;
Focusing on the manipulation of time, those who follow the Chronomancy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chronal Shift ====&lt;br /&gt;
&#039;&#039;2nd Level School of Chronomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically exert limited control over the flow of time around a creature. As a Reaction, after you or a creature you can see within 30ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can force the creature to reroll.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Temporal Awareness ====&lt;br /&gt;
&#039;&#039;2nd Level School of Chronomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add your Intelligence Modifier to your Initiative Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Momentary Stasis ====&lt;br /&gt;
&#039;&#039;6th Level School of Chronomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can magically force a Large or smaller creature you can see within 60ft of you to make a Constitution Saving Throw against your Spell Save DC. On a failed Save, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any Damage. While encased in this way, the creature is Incapacitated and has a speed of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Abeyance ====&lt;br /&gt;
&#039;&#039;10th Level School of Chronomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a Spell using a Spell Slot of 4th Level or lower, you can condense the Spell’s magic into a mote. The Spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with a 15AC and 1 Hit Point, and it is Immune to Poison and Psychic Damage. When the bead dissipates over time, or if the bead is destroyed, it vanishes in a flash of light, and the Spell is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
A creature holding the bead can use its Action to release the Spell within, causing the bead to disappear. The Spell uses your Spell Attack Bonus and Spell Save DC, but the Spell treats the creature who released it as the caster for all other purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Convergent Future ====&lt;br /&gt;
&#039;&#039;14th Level School of Chronomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
When you use this feature, you gain one level of Exhaustion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Conjuration ==&lt;br /&gt;
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjuration Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Conjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy an Conjuration Spell into your Spellbook is halved.&amp;lt;br&amp;gt; Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Conjuration Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minor Conjuration ====&lt;br /&gt;
&#039;&#039;2nd Level School of Conjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10ft of you. This object can be no larger than 3ft on a side and weigh no more than 10lbs, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating Dim Light out to a Range of 5ft.&amp;lt;br&amp;gt;&lt;br /&gt;
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Benign Transposition ====&lt;br /&gt;
&#039;&#039;6th Level School of Conjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use yourAction to teleport up to 30ft to an unoccupied space that you can see.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, you can choose a space within Range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest or you cast a Conjuration Spell of 1st Level or higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Focused Conjuration ====&lt;br /&gt;
&#039;&#039;10th Level School of Conjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you are Concentrating on a Conjuration Spell, your Concentration can’t be broken as a result of taking Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Durable Summons [may replace based on if I remove the summon creatures spell] ====&lt;br /&gt;
&#039;&#039;14th Level School of Conjuration Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any creature that you summon or create with a conjuration spell has 30 temporary hit points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Divination ==&lt;br /&gt;
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divination Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Divination Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy an Divination Spell into your Spellbook is halved.&amp;lt;br&amp;gt; Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Diviation Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Portent ====&lt;br /&gt;
&#039;&#039;2nd Level School of Divination Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose this school, glimpses of the future begin to press in on your awareness. When you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any Attack Roll, Ability Check, or Saving Throw made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expert Divination ====&lt;br /&gt;
&#039;&#039;6th Level School of Divination Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination Spell of 2nd Level or higher using a Spell Slot, you regain one expended Spell Slot. The Slot you regain must be of a Slot Level lower than the Spell you cast but can’t be higher than 5th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Third Eye ====&lt;br /&gt;
&#039;&#039;10th Level School of Divination Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are Incapacitated or until you finish a Long Rest:&lt;br /&gt;
*&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; You gain Darkvision out to a Range of 120ft.&lt;br /&gt;
*&#039;&#039;&#039;Ethereal Sight.&#039;&#039;&#039; You gain Trusight out to a Range of 60ft.&lt;br /&gt;
*&#039;&#039;&#039;Greater Comprehension.&#039;&#039;&#039; You can understand and read all the writing that you can see.&lt;br /&gt;
You can’t use this feature again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Greater Portent ====&lt;br /&gt;
&#039;&#039;14th Level School of Divination Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll four d20s for your Portent feature, rather than two.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Enchantment ==&lt;br /&gt;
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enchantment Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Enchantment Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy an Enchantment Spell into your Spellbook is halved.&amp;lt;br&amp;gt; Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Enchantment Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hypnotic Gaze ====&lt;br /&gt;
&#039;&#039;2nd Level School of Enchantment Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your soft words and enchanting gaze can magically enthrall another creature. As an Action, choose one creature that you can see within 5ft of you. If the target can see or hear you, it must succeed on a Wisdom Saving Throw against your Spell Save DC or be Charmed by you until the end of your next turn. The Charmed creature’s speed drops to 0, and the creature is Incapacitated and visibly dazed.&amp;lt;br&amp;gt;&lt;br /&gt;
On subsequent turns, you can use your Action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5ft away from the creature, if the creature can neither see nor hear you, or if the creature takes Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the effect ends, or if the creature succeeds on its initial Saving Throw against this effect, you can’t use this feature on that creature again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Instinctive Charm ====&lt;br /&gt;
&#039;&#039;6th Level School of Enchantment Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature you can see within 30ft of you Attacks you, you can use your Reaction to divert the attack to another creature in the Attack&#039;s Range. The Attacker must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, the Attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful Save, you can’t use this feature on the Attacker again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Creatures that can’t be Charmed are unaffected by this feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Split Enchantment ====&lt;br /&gt;
&#039;&#039;10th Level School of Enchantment Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast an Enchantment Spell of 1st Level or higher that targets only one creature, you can cause that spell to target a second creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alter Memories ====&lt;br /&gt;
&#039;&#039;14th Level School of Enchantment Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to make a creature unaware of your magical influence on it. When you cast an Enchantment Spell to Charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being Charmed.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, once before the Spell ends, you can use your Action to try make the creature forget some of the time it spent Charmed. The creature must succeed on an Intelligence Saving Throw against your Spell Save DC or lose a number of hours of its memory equal to 1 + your Charisma Modifier. You can make the creature forget less time, but the amount of time can’t exceed the duration of the Enchantment Spell cast.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Evocation ==&lt;br /&gt;
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing fire, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evocation Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Evocation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy an Evocation Spell into your Spellbook is halved.&amp;lt;br&amp;gt; Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Evocation Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sculpt Spells ====&lt;br /&gt;
&#039;&#039;2nd Level School of Evocation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can create pockets of relative safety within the effects of your Evocation Spells. When you cast an Evocation Spell that affects other creatures that you can see, you can choose a number of creatures equal to 1 + the Spell’s Level. The chosen creatures automatically succeed on their Saving Throws against the Spell, and they take no Damage if they would normally take half Damage on a successful Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Potent Cantrip ====&lt;br /&gt;
&#039;&#039;6th Level School of Evocation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your damaging Cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a Saving Throw against one of your Cantrips, the creature takes half of the Cantrip’s Damage (if any) but suffers no additional effect from the Cantrip.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Empowered Evocation ====&lt;br /&gt;
&#039;&#039;10th Level School of Evocation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can add your Intelligence Modifier to one Damage Roll of any Evocation Spell you cast.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Overchannel ====&lt;br /&gt;
&#039;&#039;14th Level School of Evocation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can increase the power of your simpler spells. When you cast a Wizard Spell of 5th Level of lower that deals Damage, you can deal maximum Damage with that spell.&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you reduce your Current Hit Points by 2d12 for every Level of the Spell immediately after you cast it. Each time you use this feature again before finishing a Long Rest, the Current Hit Points reduced is increased by 1d12.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Graviturgy ==&lt;br /&gt;
Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adjust Density ====&lt;br /&gt;
&#039;&#039;2nd Level School of Graviturgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can magically alter the weight of one object or creature you can see within 30ft of you. The object or creature must be Large or smaller. The target’s weight is halved or doubled for up to 1 minute or until your Concentration on this effect ends.&amp;lt;br&amp;gt;&lt;br /&gt;
While the weight of a creature is halved by this effect, the creature’s Speed increases by 10ft, it can Hump twice as far as normal, and it has Disadvantage on Strength Checks and Saving Throws. While the weight of a creature is doubled by this effect, the creature’s Speed is reduced by 10ft, and it has Advantage on Strength Checks and Saving Throws.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon reaching 10th Level in this class, you can target an object or a creature that is Huge or smaller.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gravity Well ====&lt;br /&gt;
&#039;&#039;6th Level School of Graviturgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve learned how to manipulate gravity around a living being: whenever you cast a Spell on a creature, you can move the target 5ft to an unoccupied space of your choice if the target is willing to move, the Spell hits it with an Attack, or it fails a Saving Throw imposed by the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Violent Attraction ====&lt;br /&gt;
&#039;&#039;10th Level School of Graviturgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When another creature that you can see within 60ft of you hits with a Weapon Attack, you can use your Reaction to increase the Attack’s velocity, causing the Attack to deal and additional 1d10 Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, if a creature within 60ft of you takes Damage from falling, you can use your Reaction to increase the that Damage by 2d10.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Event Horizon ====&lt;br /&gt;
&#039;&#039;14th Level School of Graviturgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your Concentration on this effect ends. For the Duration, whenever a creature hostile to you starts its turn within 30ft of you, it must make a Strength Saving Throw against your Spell Save DC. On a failed Save, it takes 2d10 Force Damage, and its Speed is reduced to 0 until the start of its next turn. On a successful Save, it takes half as much Damage, and is Slowed 2 until the start of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend a Spell Slot of 3rd Level or higher to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Hedge Magic ==&lt;br /&gt;
While almost all wizards study in formal schools under the tutelage of a wise master, some wizards reject traditional arcane schooling and strike out into the world to learn by doing. These rare few who hone their craft out in the wilds are referred to as Hedge Wizards. Though their methods are frowned upon by formal wizarding schools, any archmage worthy of his station will reluctantly recognize that Hedge Wizards are the true masters of the low magics.&amp;lt;br&amp;gt;&lt;br /&gt;
Regardless of their background, all Hedge Wizards reject the traditional methods of wizardry. When creating your Hedge Wizard consider how your spellcasting and spellbook may differ from a wizard who attended a formal school.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cantrip Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Hedge Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your unorthodox relationship with arcane magic allows you to you learn the fundamentals of magic not traditionally associated with wizards. You learn one Cantrip of your choice from any class&#039;s Spell List. The chosen Cantrip counts as a Wizard Spell for you, but does not count against your number of Cantrips Known. You learn additional Cantrips in this way at certain Levels in this class; one each at 6th Level, 10th Level, and 14th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Self-Taught ====&lt;br /&gt;
&#039;&#039;2nd Level School of Hedge Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your deep understanding of the low magic allows you to add them to your Spellbook at a discount. The GP and time you must spend to copy a Spell into your Spellbook is halved if the Spell&#039;s Level is equal to or lower than your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Spells of that Level or lower into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== On the Fly ====&lt;br /&gt;
&#039;&#039;6th Level School of Hedge Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill with basic magic is second to none, allowing you to spontaneously cast low-level Spells that you haven&#039;t Prepared. You can use your Action to cast any Spell of 2nd Level or lower from your Spellbook, even if you don&#039;t have the Spell Prepared by expending the appropriate Spell Slot. The Spell must have a casting time of one Action or Bonus Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast a Spell in this way a number of times equal to your Intelligence Modifier, and you regain all expended uses when you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
As you gain Levels in this class, you can cast more powerful spells with this feature: 3rd Level Spells at 10th Level, 4th Level Spells at 14th Level, and 5th Level Spells at 18th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hardy Magic ====&lt;br /&gt;
&#039;&#039;10th Level School of Hedge Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Learning your magic out in the wild instead of the controlled environment of a formal school has made you hardier than most wizards. When you fail a Constitution Saving Throw to maintain Concentration on a Spell, you can use a Reaction to grant yourself a bonus to the roll equal to your Intelligence Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Conservation ====&lt;br /&gt;
&#039;&#039;14th Level School of Hedge Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your understanding of arcane fundamentals allows you to recycle the energy of failed spells. When you cast a Wizard Spell of 4th Level or lower and the spell has no effect on any creatures, you regain one expended Spell Slot that is of a lower Level then he previous Spell cast. &amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 18th Level in this class, this ability affects any Wizard Spells of 5th Level and lower.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Illusion ==&lt;br /&gt;
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Illusion Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Illusion Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy an Illusion Spell into your Spellbook is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Illusion Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Minor Illusion ====&lt;br /&gt;
&#039;&#039;2nd Level School of Illusion Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn the Minor Illusion Cantrip. The Cantrip doesn’t count against your number of Cantrips known.&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast the Minor Illusion Cantrip, you can create both a sound and an image with a single casting of the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Malleable Illusions ====&lt;br /&gt;
&#039;&#039;6th Level School of Illusion Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast an Illusion Spell that has a duration of 1 minute or longer, you can use an Action to change the nature of that Illusion (using the Spell’s normal parameters for the Illusion), provided that you can see the Illusion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Illusory Self ====&lt;br /&gt;
&#039;&#039;10th Level School of Illusion Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an Attack against you, you can use your Reaction to interpose the illusory duplicate between the Attacker and yourself. The Attack automatically misses you, then the duplicate dissipates.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Illusory Reality ====&lt;br /&gt;
&#039;&#039;14th Level School of Illusion Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an Illusion Spell of 1st Level or higher, you can choose one inanimate, non-magical object that is part of the Illusion and make that object real. You can do this on your turn as a Bonus Action while the Spell is active. The object remains real for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
The object can’t deal Damage or otherwise directly harm any creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Necromancy ==&lt;br /&gt;
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Necromancy Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Necromancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy a Necromancy Spell into your Spellbook is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Necromancy Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grim Harvest ====&lt;br /&gt;
&#039;&#039;2nd Level School of Necromancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to reap life energy from creatures you kill with your Spells. Once per turn when you kill one or more creatures with a Spell of 1st Level or higher, you regain Hit Points equal to twice the Spell’s Level, or three times its Level if it is a Necromancy Spell. You don’t gain this benefit for killing Constructs or Undead.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Undead Thralls ====&lt;br /&gt;
&#039;&#039;6th Level School of Necromancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add the Animate Dead Spell to your Spellbook. When you cast the Animate Dead Spell, you can target one additional corpse or pile of bones, creating another Zombie or Skeleton, as appropriate. Whenever you create an Undead using a Necromancy Spell, it has additional benefits:&lt;br /&gt;
*The creature’s Hit Point Maximum is increased by an amount equal to your Wizard Level.&lt;br /&gt;
*The creature adds your Proficiency Bonus to its Weapon Damage Rolls.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inured to Undeath ====&lt;br /&gt;
&#039;&#039;10th Level School of Necromancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.&amp;lt;br&amp;gt;&lt;br /&gt;
You have Resistance to Necrotic Damage, and your Hit Point Maximum can’t be reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Undead ====&lt;br /&gt;
&#039;&#039;14th Level School of Necromancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use magic to bring undead under your control, even those created by other wizards. As an Action, you can choose one Undead that you can see within 60ft of you. That creature must make a Charisma Saving Throw against your Spell Save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligent Undead are harder to control in this way. If the target has an Intelligence Score of 8 or higher, it has Advantage on the Save. If it fails the Save and has an Intelligence Score of 12 or higher, it can repeat the Saving Throw at the end of every hour until it succeeds and breaks free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Onomancy ==&lt;br /&gt;
Practitioners of magic well know the power of names, not used or given names, but True Names. Wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it.&amp;lt;br&amp;gt;&lt;br /&gt;
That distinction creates power that onomancers seek to tap. By speaking a target’s true name, the wizard’s spells slip between the cracks of the target’s defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their True Names, typically by adopting monikers and pseudonyms.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiencies ====&lt;br /&gt;
&#039;&#039;2nd Level School of Onomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn one Language of your choice and gain Proficiency with Calligrapher’s Tools.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extract Name ====&lt;br /&gt;
&#039;&#039;2nd Level School of Onomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically compel a creature to divulge its True Name. As a Bonus Action, you target one creature you can see within 60ft of you. The target must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, you learn that creature&#039;s True Name or the fact that it does not have one. If a creature succeeds on the Save, you don&#039;t learn that creature&#039;s True Name and cannot use this feature on that creature again until the end of your next Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fateful Naming ====&lt;br /&gt;
&#039;&#039;2nd Level School of Onomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can bend magic to hinder creatures through the power of their True Names. When you cast a Spell and speak the True Name of a creature that is the target of the Spell, if that creature is within Range of the Spell, you can target the creature with the Spell even if you can’t see the creature or it has Total Cover against the Spell. Additionally, when you target a creature in this way, you can change the Damage Type of the Spell to either Force or Psychic Damage for that creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Destructive Naming ====&lt;br /&gt;
&#039;&#039;6th Level School of Onomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a Spell and speak the True Name of a creature that is the target of the Spell, if that creature failed a Saving Throw imposed by the Spell, you can choose to either knock that creature Prone, or move that creature up to its Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forceful Naming ====&lt;br /&gt;
&#039;&#039;10th Level School of Onomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a Spell and speak the True Name of a creature that is the target of the Spell, you gain 3d8 Temporary Hit Points and any Saving Throw imposed by that Spell on that creature are made at Disadvantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Final Naming ====&lt;br /&gt;
&#039;&#039;14th Level School of Onomancy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action you can expend a Spell Slot and speak the True Name of a creature that can hear you. That creature must make a Charisma Saving Throw against your Spell Save DC, on a failed Save, harmless ripples begin in that creature that last for 7 days. During this time, as an Action you can speak the True Name of that creature again while it can hear you to end this effect. When you do this, you roll 3d12 for every Spell Level of the expended Spell Slot. If the total rolled is greater than the creature&#039;s Current Hit Points, it dies.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use speak a creature&#039;s True Name a second time with this feature, its True Name is shattered and is no longer that creature&#039;s True Name. After 1d10 Days if that creature is still living, the creature gains a new True Name which you do not know.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Rituals ==&lt;br /&gt;
Wizards spend their lives memorizing esoteric formulas that allow them to produce wondrous arcane effects. However, when produced spontaneously, spells are extremely taxing  on the caster. To preserve their power, most wizards learn to cast ritual spells, spells that take longer to produce, but aren&#039;t as draining on said wizard&#039;s magical stamina. Some wizards, known as Ritualists, dedicate their great intellect to mastery over the deliberate and reliable magic of ritual spellcasting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ritual Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Rituals Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy a Ritual Spell into your Spellbook is halved.&amp;lt;br&amp;gt; Additionally, you have Advantage on the Intelligence (Arcana) Check you make to copy non-Wizard Ritual Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Suspension ====&lt;br /&gt;
&#039;&#039;2nd Level School of Rituals Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish casting a Ritual, you can inscribe arcane markings into the air surrounding you to delay the effects and suspend the Duration of the Spell. The Ritual remains intact for a number of hours equal to your Intelligence Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can activate the effects of one of your suspended Rituals, at which point the Spell’s Duration begins.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improvised Rituals ====&lt;br /&gt;
&#039;&#039;6th Level School of Rituals Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can improvise the ritual process for spells with which are normally not rituals. When you finish a Long Rest, you can choose a number of Spells of 5th Level or lower equal to your Intelligence Modifier and give them the Ritual tag until the end of your next Long Rest. You cannot suspend a Spell given the Ritual tag in this way with your Arcane Suspension feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ritualistic Perfectionism ====&lt;br /&gt;
&#039;&#039;10th Level School of Rituals Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You hold yourself to a higher standard with your Rituals. When you cast a Spell of 4th Level or lower as a Ritual, you instead cast that Spell at 5th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Ritualist ====&lt;br /&gt;
&#039;&#039;14th Level School of Rituals Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have reached an unparalleled understanding of ritualistic magic and its applications. When you cast a Spell that requires Concentration as a Ritual, you ignore the Concentration requirement of that spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Scribes ==&lt;br /&gt;
Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.&lt;br /&gt;
Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wizardly Quill ====&lt;br /&gt;
&#039;&#039;2nd Level School of Scribes Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically create a Tiny quill in your free hand. The magic quill has the following properties:&lt;br /&gt;
*The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.&lt;br /&gt;
*The time you must spend to copy a Spell into your Spellbook equals 2 minutes per Spell Level if you use the quill for the transcription.&lt;br /&gt;
*You can erase anything you write with the quill if you wave the feather over the text as a Bonus Action, provided the text is within 5ft of you.&lt;br /&gt;
This quill disappears if you create another one or if you Die.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Awakened Spellbook ====&lt;br /&gt;
&#039;&#039;2nd Level School of Scribes Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your Spellbook. While you are holding the book, it grants you the following benefits:&lt;br /&gt;
*When you cast a Wizard Spell with a Spell Slot, you can temporarily replace its &lt;br /&gt;
Damage Type with a Type that appears in another Spell of the same Level in your Spellbook, which magically alters the Spell’s formula for this casting only.&lt;br /&gt;
*When you cast a Wizard Spell as a Ritual, you can use the Spell’s normal Casting Time, rather than adding 1 minute to it. Once you use this benefit, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*If necessary, you can replace the book over the course of a Long Rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic Spellbook to which you’re attuned. At the end of the Long Rest, your Spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your Spellbook, along with all its Spells. If the previous book still existed somewhere, all the Spells vanish from its pages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Manifest Mind ====&lt;br /&gt;
&#039;&#039;6th Level School of Scribes Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.&amp;lt;br&amp;gt;&lt;br /&gt;
The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action. Once you conjure the mind, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Scrivener ====&lt;br /&gt;
&#039;&#039;10th Level School of Scribes Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.&amp;lt;br&amp;gt;&lt;br /&gt;
The spellbook must be within 5 feet of you when you make the scroll. The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== One with the Word ====&lt;br /&gt;
&#039;&#039;14th Level School of Scribes Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.&amp;lt;br&amp;gt;&lt;br /&gt;
Moreover, if you take damage while your spellbook’s mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren’t enough spells in the book to cover this cost, you drop to 0 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook. Once you use this reaction, you can’t do so again until you finish a long rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Theurgy ==&lt;br /&gt;
Not all who serve deities of the upper planes do so as clerics, priests, and paladins. Some wizards focus their great intellect on studies of the divine, and in turn learn to produce divine magic. Wizards who join this school often reside in temples rather then towers, and tend to be more benevolent then their arcane counterparts. In their studies of the upper planes and their magic, these sages often find themselves sympathizing with the causes of the deities they spend their lives studying.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Theologian ====&lt;br /&gt;
&#039;&#039;2nd Level School of Theurgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain access to divine magics unavailable to most wizards. You can copy any cleric spell that you find in other spellbooks or spell scrolls into your spellbook without needing to make an Arcana check first.&amp;lt;br&amp;gt;&lt;br /&gt;
Moreover, when you gain a wizard level, one of the spells you add to your spellbook can be from the cleric spell list. You can also use a Holy Symbol as your Spellcasting Focus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Channel Divinity ====&lt;br /&gt;
&#039;&#039;2nd Level School of Theurgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to channel divine energy directly from the upper planes, and use it to fuel magical effects. You start with one such Channel Divinity effect: Turn Undead and Aberrations. You can use your Channel Divinity a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. If one of your Channel Divinity effects requires a creature to make a saving throw, it uses your wizard spell save DC.&amp;lt;br&amp;gt;&lt;br /&gt;
Should you find a scroll, tome, or a willing teacher, you can copy additional Channel Divinities into your spellbook. To do so, you must spend 100 gold on blessed inks and parchment and spend 8 hours copying the prayers into your spellbook.&lt;br /&gt;
:&#039;&#039;&#039;Channel Divinity: Turn Undead and Aberrations.&#039;&#039;&#039; As an action, you present a holy symbol and speak a prayer censuring undead and aberrant creatures. Undead and Aberrations within 30 feet that can see or hear you must succeed on a Wisdom saving throw or be turned for 1 minute, or until they take any damage.&amp;lt;br&amp;gt;&lt;br /&gt;
:A turned creature must use its turn to move as far away from you as it can. It cannot willingly move to a space within 30 feet of you, or take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it can&#039;t move, it can use the Dodge action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Arcana ====&lt;br /&gt;
&#039;&#039;6th Level School of Theurgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a greater mastery over the arcane and the divine. When you cast a spell of 1st level or higher that deals Radiant Damage, you can expend a Hit Die and regain hit points equal to one roll of your Hit Dice + your Constitution, Wisdom, or Intelligence Modifier (minimum of +1). When you cast a spell of first level or higher that heals a creature, you and that creature gain a +1 bonus to their AC and have advantage on Constitution Saving Throws until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Divine Protection ====&lt;br /&gt;
&#039;&#039;10th Level School of Theurgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your knowledge of the upper planes grants you a measure of protection against evil. When an aberration or undead attacks you, it must make a Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Any creature with an Intelligence of 4 or higher is aware of this effect before it makes its attack against you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blessed Intervention ====&lt;br /&gt;
&#039;&#039;14th Level School of Theurgy Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your knowledge of the divine to implore the Three for direct aid.&amp;lt;br&amp;gt;&lt;br /&gt;
As an action, you can grasp a holy symbol and beseech the Three for aid, naming a cleric or wizard spell of your choice, of a level for which you have a spell slots. Roll percentile dice. If the result is equal to, or higher, then 10 times the level of the spell you wish the Three to cast, you are successful. On a success, the spell is instantly cast as if you had cast it without expending a spell slot or components.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature to successfully cast a spell, you must complete 1d6+1 long rests before you can use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Transmutation ==&lt;br /&gt;
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.&lt;br /&gt;
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Transmutation Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Transmutation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The GP and time you must spend to copy an Transmutation Spell into your Spellbook is halved.&amp;lt;br&amp;gt; Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Transmutation Spells into your Spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minor Alchemy ====&lt;br /&gt;
&#039;&#039;2nd Level School of Transmutation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you select this school, you can temporarily alter the physical properties of one non-magical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Transmuter’s Stone ====&lt;br /&gt;
&#039;&#039;6th Level School of Transmutation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:&lt;br /&gt;
*Darkvision out to a range of 60 feet&lt;br /&gt;
*An increase to speed of 10 feet while the creature is unencumbered&lt;br /&gt;
*Proficiency in Constitution saving throws&lt;br /&gt;
*Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)&lt;br /&gt;
*Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shapechanger ====&lt;br /&gt;
&#039;&#039;10th Level School of Transmutation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add the Polymorph spell to your spellbook, if it is not there already. You can cast Polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast Polymorph in this way a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest. If you have no uses left, you can still cast it normally using an available spell slot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Transmuter ====&lt;br /&gt;
&#039;&#039;14th Level School of Transmutation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.&lt;br /&gt;
:&#039;&#039;&#039;Major Transformation.&#039;&#039;&#039; You can transmute one non-magical object—no larger than a 5-foot cube—into another non-magical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.&lt;br /&gt;
:&#039;&#039;&#039;Panacea.&#039;&#039;&#039; You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.&lt;br /&gt;
:&#039;&#039;&#039;Restore Life.&#039;&#039;&#039; You cast the Raise Dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.&lt;br /&gt;
:&#039;&#039;&#039;Restore Youth.&#039;&#039;&#039; You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of Wand Lore ==&lt;br /&gt;
Some children grow up sword-fighting with sticks and become soldiers, but you’ve learned how to turn a simple stick into something more powerful than a blade. The study of wand lore delves deeper into old magic, beyond the normal lists of components and incantations, and into the rich history and tradition of wandcraft. As a wizard of wand lore, you know that a mage’s true power can be amplified with the right tool: for you, that tool is a wand of your own creation.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Core Wand ====&lt;br /&gt;
&#039;&#039;2nd Level School of Wand Lore Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You create a special wand called a core wand, which you can use as a spellcasting focus for your wizard spells. You determine the wand’s appearance, and only you are capable of using it. You can use a bonus action to summon the wand to your hand, regardless of physical or planar distances. If this wand is destroyed, you can create a new one over the course of 8 hours of work.&amp;lt;br&amp;gt;&lt;br /&gt;
Your core wand gains power each time you use it to cast a spell. This power is represented by core charges. The wand can have up to 7 core charges at a time, and whenever you finish a long rest, the number of core charges in the wand resets to 1. Whenever you expend a spell slot to cast a spell of 1st level or higher while holding your wand, it gains up to a number of core charges equal to half the spell’s level (minimum of 1). You can expend these core charges in the following ways:&amp;lt;br&amp;gt;&lt;br /&gt;
*Whenever you make an attack roll or saving throw, you can expend any number of core charges to gain a bonus to the roll equal to the number of core charges spent. You can wait until after you roll the d20, but must decide before the DM says whether the roll succeeds or fails.&lt;br /&gt;
*Whenever you are hit by an attack, you can expend any number of core charges from your wand as a reaction to gain a bonus to AC against that attack equal to the number of core charges spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wand Savant ====&lt;br /&gt;
&#039;&#039;2nd Level School of Wand Lore Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can interpret staves and wands the way other wizards read scrolls and spellbooks. If a staff or wand in your possession can cast a spell that’s on the wizard spell list, you can copy the spell into your spellbook as if you were copying a spell from a scroll. In addition, when you cast a wizard spell with a range of touch while holding your core wand, you can choose a target that you can see and isn’t behind cover up to 10 feet away from you instead. At 14th level, this range increases to 30 feet.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Battery ====&lt;br /&gt;
&#039;&#039;6th Level School of Wand Lore Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Arcane Recovery feature, your core wand regains 3 expended core charges.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you gain a new option to use your wand’s core charges. When you cast a spell that targets only one creature and forces it to make a saving throw while you’re holding your core wand, you can expend up to 3 core charges to gain a bonus to that spell’s save DC equal to the number of core charges spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Imbue Minor Wand ====&lt;br /&gt;
&#039;&#039;10th Level School of Wand Lore Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you finish a long rest, you can imbue a number of wizard spells from your spellbook up to your Intelligence modifier (minimum of one) into a non-magical stick, dowel, or similar Tiny object, transforming the object into a magic wand. Each spell must be a cantrip or a 1st or 2nd-level spell and have a casting time of 1 action or bonus action. In addition, the spells can’t require concentration or require any material components that indicate a cost or are consumed as part of casting the spell, and if the spell is a cantrip, it mustn’t be able to damage a target.&amp;lt;br&amp;gt;&lt;br /&gt;
The wand has a number of charges equal to your Intelligence modifier (minimum of 1) with which to cast the imbued cantrips (0 charges), 1st-level spells (1 charge), or 2nd-level spells (2 charges). A creature holding the wand can use an action to cast one of the spells from it using your spell save DC, spell attack bonus, and spellcasting ability. The wand ceases to be magical the next time you finish a long rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Manifest Charges ====&lt;br /&gt;
&#039;&#039;14th Level School of Transmutation Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can convert the core charges within your wand into raw, arcane energy. By manipulating this energy, you can use the wand’s core charges in the following new ways:&lt;br /&gt;
*As a bonus action, you can expend 1 or more of the wand’s core charges to create a number of motes of magical force equal to the core charges spent. Each mote streaks toward a different target that you can see within 60 feet of you, dealing force damage to each target equal to 1d4 + your Intelligence modifier.&lt;br /&gt;
*When you or another creature that you can see within 30 feet of you takes damage, you can use your reaction to expend 1 or more of the wand’s core charges to create a magical barrier, reducing the damage taken by an amount equal to three times the number of core charges spent.&lt;br /&gt;
In addition, you have gained supreme mastery and understanding of wands. If you expend the last charge of a staff or wand, you needn’t roll a d20, even if it says to. Further, the gold and time you must spend to craft a magic wand is halved.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== School of War Magic ==&lt;br /&gt;
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.&amp;lt;br&amp;gt;&lt;br /&gt;
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty Fireball if I die before I can cast it?”&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Deflection ====&lt;br /&gt;
&#039;&#039;2nd Level School of War Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tactical Wit ====&lt;br /&gt;
&#039;&#039;2nd Level School of War Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power Surge ====&lt;br /&gt;
&#039;&#039;6th Level School of War Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Durable Magic ====&lt;br /&gt;
&#039;&#039;10th Level School of War Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deflecting Shroud ====&lt;br /&gt;
&#039;&#039;14th Level School of War Magic Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Fighter&amp;diff=1647</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Fighter&amp;diff=1647"/>
		<updated>2022-11-21T02:25:05Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fighter =&lt;br /&gt;
A Triton in clanging plate armor holds her shield before her as she runs toward the massed zombies. An Otterfolk behind her, clad in studded leather armor, peppers the zombies with arrows loosed from his exquisite bow. The Treant nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Kalashtari in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a Grung in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.&amp;lt;br&amp;gt;&lt;br /&gt;
All of these heroes are fighters, perhaps the most diverse adventurer. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Fighting Style, Second Wind || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Action Surge || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Martial League || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Extra Attack || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Ability Score Improvement || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || Martial League Feature || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || Indomitable (Once) || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Martial League Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Extra Attack || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || Indomitable (Twice) || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Ability Score Improvement || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || Martial League Feature || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || Endless Action, Indomitable (Thrice) || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Martial League Feature || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Extra Attack || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d10 per Fighter Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 10 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d10 (or 6) + your Constitution Modifier per Fighter Level after 1st.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, Heavy Armor, and Shields.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Constitution.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; Chain Mail or Leather and a Longbow, a Round Shield or a Simple Weapon or a Martial Weapon, a Simple Weapon or a Martial Weapon, a Light Crossbow or two Handaxes, and one Equipment Pack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Style ====&lt;br /&gt;
&#039;&#039;1st Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing Armor, you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Great Weapon Fighting.&#039;&#039;&#039; When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.&lt;br /&gt;
*&#039;&#039;&#039;Improvised Fighting.&#039;&#039;&#039; You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.&lt;br /&gt;
*&#039;&#039;&#039;Interception.&#039;&#039;&#039; When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.&lt;br /&gt;
*&#039;&#039;&#039;Pit Fighting.&#039;&#039;&#039; You have trained to fight with obscure, and underrated weapons, gaining the following weapons:&lt;br /&gt;
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.&lt;br /&gt;
:*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.&lt;br /&gt;
:*For you, Nets now deal 1d6 Bludgeoning Damage.&lt;br /&gt;
:*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that Attack.&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Strongbow.&#039;&#039;&#039; You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter Level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Action Surge ====&lt;br /&gt;
&#039;&#039;2nd Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action. You can use this feature no more than once on each of your turns, and can use it a total number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Martial League ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the following Martial Leagues that you strive to emulate in your combat styles and techniques.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Martial Leagues&lt;br /&gt;
|-&lt;br /&gt;
! Martial League !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Archer&#039;s League || 3 || You use various magical shots to strike down your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || 2 || You inspire your allies as you lead the charge in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Barrier&#039;s League || 3 || You grow a coral coating of armor as you embody the tides.&lt;br /&gt;
|-&lt;br /&gt;
| Battle Master&#039;s League || 3 || You use a variety of maneuvers to tactically gain control of the battlefield.&lt;br /&gt;
|-&lt;br /&gt;
| Cavalier&#039;s League || 2 || You charge hold the line, marking, warding, and showing your wrath to anyone who comes close to breaking through.&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || 1 || You become an insurmountable force in combat due to your pure martial prowess.&lt;br /&gt;
|-&lt;br /&gt;
| Echo Knight&#039;s League || 4 || You summon copies of yourself from potential timelines to distract your enemies and to strike them down.&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Knight&#039;s League || 4 || You harness magic channeled through your blades to crush your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Meteor Knight&#039;s League || 3 || You use graviturgy magic to fire projectiles at nearby foes.&lt;br /&gt;
|-&lt;br /&gt;
| Minuteman&#039;s League || 2 || You become an expert at leveraging every advantage you can to gain the upper-hand.&lt;br /&gt;
|-&lt;br /&gt;
| Psi Warrior&#039;s League || 4 || You use your psionic powers to guard your allies and smite your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Rune Knight&#039;s League || 4 || You harness the runes of giants to enchant your weapons and armor while embodying their size.&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || 2 || You masterfully command your will to grow your strength and vitality in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Steel Hawk&#039;s League || 3 || You launch yourself through the air at your foes while expertly wielding lances.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
&#039;&#039;4th, 6th, 8th, 12th, 14th, 16th, and 19th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th, 11th, and 20th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can perform an additional Attack as part of the Attack Action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indomitable ====&lt;br /&gt;
&#039;&#039;9th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Beginning at 9th level, when you fail a Saving Throw, you can choose to succeed instead. Once you use this feature, you cannot do so again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
At certain Levels in this class you can use this feature more times, you can use its twice between Long Rests at 13th Level, and three times between Long Rests at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Endless Action ====&lt;br /&gt;
&#039;&#039;17th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Also at 17th level, Instead of being able to use Action Surge a number of times equal to your Proficiency Bonus between Long Rests, you can now use it a number of times equal to twice your Proficiency Bonus between Long Rests.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Martial Leagues =&lt;br /&gt;
== Arcane Archer&#039;s League ==&lt;br /&gt;
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Archer Lore ====&lt;br /&gt;
&#039;&#039;3rd Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn magical theory or some of the secrets of nature. You gain Proficiency in either the Arcana or the Nature skill (your choice), and you learn the Prestidigitation and the Druidcraft cantrips.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Shot ====&lt;br /&gt;
&#039;&#039;3rd Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice detailed at the end of this subclass.&amp;lt;br&amp;gt;&lt;br /&gt;
When you make an Attack with a Ranged Weapon, as part of that Attack, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses of it when you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th Level. Each option also improves when you reach 18th Level in this class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magic Arrow ====&lt;br /&gt;
&#039;&#039;7th Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to infuse your attacks with magic. Your Ranged Weapon Attacks count as Magical for the purpose of overcoming Resistance and Immunity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curving Shot ====&lt;br /&gt;
&#039;&#039;7th Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to direct an errant arrow toward a new target. When you make an Attack Roll with a Ranged Weapon Attack and miss, you can use a Bonus Action to reroll the Attack Roll against a different target within 60ft of the original target.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ever-Ready Shot ====&lt;br /&gt;
&#039;&#039;15th Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your magical archery is available constantly. Whenever you end your turn without taking the Attack Action, you regain one use of your Arcane Shot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Shot Options ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Arcane Archer&#039;s League Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
All Arcane Shots are magical effects. If an option requires a Saving Throw it uses your Shot Save DC which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus.&lt;br /&gt;
*&#039;&#039;&#039;Banishing Arrow.&#039;&#039;&#039; You use abjuration magic to try to temporarily banish your target to a harmless demi-plane. The creature hit by the Attack must also succeed on a Charisma Saving Throw or be banished. While banished in this way, the target’s Speed is 0, and it is Incapacitated. At the end of its next turn, the target reappears in the space it previously occupied or in the nearest unoccupied space if that space is occupied. After you reach 18th Level in this class, the target also takes 2d6 Force Damage when the Attack hits it.&lt;br /&gt;
*&#039;&#039;&#039;Beguiling Arrow.&#039;&#039;&#039; Your enchantment magic causes this attack to temporarily beguile its target. The creature hit by the Attack takes an extra 2d6 Psychic Damage, you then choose one creature within 30ft of the target. The target must succeed on a Wisdom Saving Throw, or be Charmed by the chosen creature until the start of your next turn. This effect ends early if the chosen creature attacks the Charmed creature, deals Damage to it, or forces it to make a Saving Throw. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Bursting Arrow.&#039;&#039;&#039; You imbue your arrow with force energy. Immediately after the Attack hits the creature, the target and all other creatures within 10ft of it take 2d6 Force Damage each. The Force Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Enfeebling Arrow.&#039;&#039;&#039; You weave necromantic magic into your attack. The creature hit by the Attack takes an extra 2d6 Necrotic Damage. The target must also succeed on a Constitution Saving Throw, on a failed Save, the target&#039;s Damage dealt by its Weapon Attacks is halved until the start of your next turn. The Necrotic Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Grasping Arrow.&#039;&#039;&#039; When this attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the Attack takes an extra 2d6 Poison Damage, its Speed is reduced by 10ft, and it takes 2d6 Slashing Damage the first time it moves on each of its turns. The target or any creature that can reach it can use its Action to remove the brambles with a successful Strength (Athletics) Check against your Shot Save DC. Otherwise, the brambles last for 1 minute or until you use this Arcane Shot again. The Poison Damage and Slashing damage both increase to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Piercing Arrow.&#039;&#039;&#039; You use transmutation magic to give your attack an ethereal quality. When you use this Arcane Shot, you don’t make an Attack Roll for the Attack. Instead, the arrow shoots forward in a 1x30ft Emanated Line, before disappearing. The Attack passes harmlessly through objects, ignoring Cover. Each creature in that line must make a Dexterity Saving Throw. On a failed Save, a creature takes Damage as if it were hit by the Attack, plus an extra 1d6 Piercing Damage. On a successful Save, a target takes half as much Damage. The Piercing Damage increases to 2d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Seeking Arrow.&#039;&#039;&#039; Using divination magic, you grant your attack the ability to seek out a target. When you use this Arcane Shot, you don’t make an Attack Roll for this Arcane Shot. Instead, choose one creature you have seen in the past minute. The attack flies toward that creature, moving around corners if necessary and ignoring 3/4 Cover and 1/2 Cover. If the target is within the Weapon’s Range and there is a path large enough for the attack to travel to the target, the target must make a Dexterity Saving Throw. Otherwise, the Weapon or Ammunition reappears in one of your free hands, at your feet, or in a storage container after traveling as far as it can. On a failed Save, the target takes Damage as if it were hit by the Attack, plus an extra 1d6 Force Damage, and you learn the target’s current location. On a successful Save, the target takes half as much Damage, and you don’t learn its location. The Force Damage increases to 2d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Arrow.&#039;&#039;&#039; You weave illusion magic into your arrow, causing it to obscure your foe’s vision with shadows. The creature hit by the Attack takes an extra 2d6 Psychic Damage, and it must succeed on a Wisdom Saving Throw or be unable to see anything farther than 5ft away from itself until the start of your next turn. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Banneret&#039;s League ==&lt;br /&gt;
Pledged to protect the crown, Banneret Fighters take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.&amp;lt;br&amp;gt;&lt;br /&gt;
A Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.&amp;lt;br&amp;gt;&lt;br /&gt;
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rallying Cry ====&lt;br /&gt;
&#039;&#039;3rd Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to inspire your allies to fight on past their injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Second Wind, all creatures of your choice within 60ft of you regain a number of Hit Points equal to your Fighter Level + your Charisma Modifier and have Advantage on their next Attack Roll before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Royal Envoy ====&lt;br /&gt;
&#039;&#039;3rd Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A Banneret serves as an envoy of the crown. Knights of high standing are expected to conduct themselves with grace. You gain Proficiency and Expertise in the Persuasion Skill as well as one of the following Skills of your choice: Animal Handling, Insight, Intimidation, or Performance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Resolute Will ====&lt;br /&gt;
&#039;&#039;7th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are a steadfast rock in the face of danger. While you are not Incapacitated, you and all creatures of your choice within 30ft of you have Advantage on Saving Throws against and on ending the Frightened Condition. Additionally, you can use an Action to end the Frightened Condition on yourself or a creature within 30ft of you. When you attempt to end the Frightened Condition on a creature other than yourself, you must make a Charisma (Persuasion) Check against the DC of the initial Save made to resist the Frightened Condition. If there was no initial Saving Throw to resist there Frightened Condition, then this feature cannot be used to end the Condition on another creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Inspiring Surge ====&lt;br /&gt;
&#039;&#039;10th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Action Surge, you can choose up to two creatures of your choice within 60ft of you that can see or hear you. Each of those creatures can use their Reaction to immediately move up to their Speed and take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bulwark ====&lt;br /&gt;
&#039;&#039;15th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When friendly creatures within 30ft of you are forced to make a Saving Throw, you can use your Reaction to grant that creature Advantage on the Saving Throw. You can give this benefit to a number of creatures equal to your Charisma modifier. If a creature would take Damage from failing the Save and half as much from succeeding the Save, the creature&#039;s you give Advantage only take half Damage on a failed Save and take no Damage on a successful Save. Once you use this feature you cannot use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lead the Charge ====&lt;br /&gt;
&#039;&#039;18th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are a leader from the front lines, inspiring your allies to continue the fight. You can use a Bonus Action on your turn to grant a creature within 60ft of you that can see or hear you Temporary Hit Points equal to 5 + your Charisma Modifier and Advantage on their next Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Barrier&#039;s League ==&lt;br /&gt;
Warriors who draw power from the tropical waters, Barriers harness the primal magic of the reef to don a spiked armor made of living creatures. Because of their connection to the natural world and potent martial prowess, Barriers are commonly fielded as champions and defenders among coastal cultures for their unbreakable endurance and ability to defend their companions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mantle of Coral ====&lt;br /&gt;
&#039;&#039;3rd Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action on your turn to create a suit of magical living Armor around you, which lasts for 1 minute. You can create this Armor on top of any existing Armor you are wearing. While you have this Armor, you gain the following benefits:&lt;br /&gt;
*Your AC can’t be less than 16.&lt;br /&gt;
*If a creature within 5ft of you hits you with a Melee Attack, that creature takes 1d4 Magical Piercing Damage. The first time a creature takes this Damage on a turn, its Speed is reduced by 10ft until the end of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expel Toxin ====&lt;br /&gt;
&#039;&#039;3rd Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You take on the natural healing properties of coral, and can use it to expel yourself of poisons. When you use your Second Wind while your Mantle of Coral is active, your Armor deals an additional 1d6 Poison Damage until the end of your next turn, and you become cured of one Disease or Poison affecting you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fed by the Sun ====&lt;br /&gt;
&#039;&#039;7th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can draw upon the light of the sun to nourish and sustain yourself. If you spend 1 hour in bright sunlight, you regain Hit Points equal to your Constitution Modifier, and gain enough nourishment to sustain yourself for one day.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== One With The Waves ====&lt;br /&gt;
&#039;&#039;7th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You become attuned to the seas from which you draw your power from. You gain the ability to breathe underwater and you gain a Swimming Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bristling Defense ====&lt;br /&gt;
&#039;&#039;10th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature that you can see hits you with a Melee Attack while your Mantle of Coral is active, you can use your Reaction to conjure bristling spines from your Armor. When you do this, you halve the Attack’s Damage, and the attacker takes additional Magical Piercing Damage equal to your Fighter Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tactically Blank Mind ====&lt;br /&gt;
&#039;&#039;15th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can cause your mind to become barely sentient or active as is the case in actual coral. When you use your Mantle of Coral, you can choose to lose your Intelligence, Wisdom, and Charisma Scores while that use of your Mantle of Coral is active. While in this state, you cannot willingly make Intelligence, Wisdom, or Charisma Checks, and any effect that would force you to make an Intelligence, Wisdom, or Charisma Saving Throw or Check has no affect on you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Barrier Reef ====&lt;br /&gt;
&#039;&#039;18th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Mantle of Coral increases in potency and protective power. When you activate your Mantle of Coral, you gain Temporary Hit Points equal to your Fighter Level, which last until your Mantle of Coral ends. Additionally, the Piercing Damage dealt by your Mantle of Coral increases to 2d6, and a creature that takes this Damage has its Speed reduced to 0 until the end of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, your Mantle of Coral and Bristling Defense Features now also effect Ranged Attacks instead of just Melee Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battle Master&#039;s League ==&lt;br /&gt;
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Superiority ====&lt;br /&gt;
&#039;&#039;3rd Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn maneuvers that are fueled by special dice called Superiority Dice.&lt;br /&gt;
*&#039;&#039;&#039;Maneuvers.&#039;&#039;&#039; You learn three Maneuvers of your choice, which are detailed at the end of this subclass. Many Maneuvers enhance an attack in some way. You can use only one Maneuver per Attack. You learn two additional Maneuvers of your choice at 7th, 10th, 15th, and 18th Level.&lt;br /&gt;
*&#039;&#039;&#039;Superiority Dice.&#039;&#039;&#039; You have a number of Superiority Dice, which are d8s, equal to four times your Proficiency Bonus. You regain all of your expended Superiority Dice when you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws.&#039;&#039;&#039; Any Ability Check or Saving Throw required by your Maneuvers uses your Maneuver Save DC which has a DC of 8 + your Strength or Dexterity Modifier (whichever is higher) + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Student of War ====&lt;br /&gt;
&#039;&#039;3rd Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in History and one type of Artisan’s Tools of your choice. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Know Your Enemy ====&lt;br /&gt;
&#039;&#039;7th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend at least 1 minute observing or interacting with another creature outside combat, or as an Action in combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:&lt;br /&gt;
*One of the target&#039;s Ability Scores&lt;br /&gt;
*The target&#039;s Armor Class&lt;br /&gt;
*The target&#039;s current and maximum Hit Points as well as any Temporary Hit Points it may have.&lt;br /&gt;
*The target&#039;s total class Levels (if any).&lt;br /&gt;
*The target&#039;s total Fighter class Levels (if any).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Combat Superiority ====&lt;br /&gt;
&#039;&#039;10th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Superiority Dice are now d10s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Relentless ====&lt;br /&gt;
&#039;&#039;15th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn if you have no Superiority Dice left, you regain two expended Superiority Dice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Combat Superiority ====&lt;br /&gt;
&#039;&#039;18th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Superiority Dice are now d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maneuvers ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Battle Master&#039;s League Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ambush.&#039;&#039;&#039; When you make a Dexterity (Stealth) Check or an Initiative Roll, you can expend one Superiority Die and add the die to the result.&lt;br /&gt;
*&#039;&#039;&#039;Bait and Switch.&#039;&#039;&#039; When you’re within 5ft of a creature on your turn, you can expend one Superiority Die and 5ft of movement and switch places with that creature, provided you spend at least 5ft of movement and the creature is willing and isn’t Incapacitated. This movement doesn’t provoke Opportunity Attacks. Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.&lt;br /&gt;
*&#039;&#039;&#039;Brace.&#039;&#039;&#039; When a creature you can see moves into your Reach while you are wielding a Melee Weapon, you can use your Reaction to expend one Superiority Die and make a single Melee Weapon Attack against that creature. If the attack hits, add the Superiority Die to the Weapon’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Commander’s Strike.&#039;&#039;&#039; When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do, choose one creature that can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one Weapon Attack, adding the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Commanding Presence.&#039;&#039;&#039; When you make a Charisma or Strength (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) Check, you can expend one Superiority Die and add the Superiority Die to the ability check.&lt;br /&gt;
*&#039;&#039;&#039;Disarming Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the Superiority Die to the Attack’s Damage Roll, and the target must make a Strength Saving Throw. On a failed Save, the target drops the object you choose. The object lands at the creature&#039;s feet.&lt;br /&gt;
*&#039;&#039;&#039;Distracting Strike.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to distract the creature, giving your allies an opening. You add the Superiority Die to the Attack’s Damage Roll. The next Attack Roll made against the target by a creature other than you before the start of your next turn has Advantage.&lt;br /&gt;
*&#039;&#039;&#039;Evasive Footwork.&#039;&#039;&#039; When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.&lt;br /&gt;
*&#039;&#039;&#039;Feinting Attack.&#039;&#039;&#039; You can expend one Superiority Die as a Bonus Action and choose one creature within 5ft of you. You have Advantage on your next Attack Roll against that creature this turn. If that Attack hits, add the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Goading Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to goad the target into attacking you. You add the Superiority Die to the Attack’s Damage Roll and forge the target to make a Wisdom Saving Throw. On a failed Save, the target has Disadvantage on all Attack Rolls against targets other than you until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Grappling Strike.&#039;&#039;&#039; Immediately after you hit a creature with a Melee Attack on your turn, you can expend one Superiority Die and make a Grapple Attack as a Free Action, adding the Superiority Die to your Strength (Athletics) Check.&lt;br /&gt;
*&#039;&#039;&#039;Lunging Attack.&#039;&#039;&#039; When you make a Melee Weapon Attack on your turn, you can expend one Superiority Die to increase your Reach for that Attack by 5ft. If you hit, you add the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Maneuvering Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to maneuver one of your comrades into a more advantageous position. You add the Superiority Die to the Attack’s Damage Roll and you choose a creature that can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking Opportunity Attacks from the target of your attack.&lt;br /&gt;
*&#039;&#039;&#039;Menacing Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to frighten the target. You add the Superiority Die to the Attack’s Damage Roll, and the target must make a Wisdom Saving Throw. On a failed Save, it is Frightened of you until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When another creature deals Damage to you with a Melee Attack, you can use your Reaction and expend one Superiority Die to reduce the Damage dealt by the number you rolled on your Superiority Die + your Dexterity Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Precision Attack.&#039;&#039;&#039; When you miss on a Weapon Attack, you can expend one Superiority Die to add it to the Attack Roll.&lt;br /&gt;
*&#039;&#039;&#039;Pushing Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to drive the target back. You add the Superiority Die to the Attack’s Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you push the target up to 15ft away from you.&lt;br /&gt;
*&#039;&#039;&#039;Quick Toss.&#039;&#039;&#039; As a Bonus Action you can expend one Superiority Die and make a Ranged Attack with a Thrown Weapon. You can draw the Weapon as part the Attack. If you hit, you add the Superiority Die to the Weapon’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Rally.&#039;&#039;&#039; As a Bonus Action you can expend one Superiority Die to bolster the resolve of one of your companions. When you do so, choose a willing creature that can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die Roll + your Charisma Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Riposte.&#039;&#039;&#039; When a creature misses you with a Melee Attack, you can use your Reaction and expend one Superiority Die to make a Melee Weapon Attack against the creature. If you hit, you add the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Sweeping Attack.&#039;&#039;&#039; When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Assessment.&#039;&#039;&#039; When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one Superiority Die and add the Superiority Die to the Ability Check.&lt;br /&gt;
*&#039;&#039;&#039;Trip Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to knock the target down. You add the Superiority Die to the Attack’s Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you knock the target Prone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cavalier&#039;s League ==&lt;br /&gt;
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiency ====&lt;br /&gt;
&#039;&#039;3rd Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in one of the following Skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Additionally, you learn one Language of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Born to the Saddle ====&lt;br /&gt;
&#039;&#039;3rd Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your mastery as a rider becomes apparent. You have Advantage on Saving Throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10ft, you do not fall Prone if you aren&#039;t Incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, mounting or dismounting a creature costs you only 5ft of movement, rather than half your Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unwavering Mark ====&lt;br /&gt;
&#039;&#039;3rd Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a Melee Weapon Attack, you can mark the creature until the end of your next turn. This mark ends early if you are Incapacitated or you fall Unconscious.&amp;lt;br&amp;gt;&lt;br /&gt;
While the marked creature is within 5ft of you, that creature has Disadvantage on any Attack Roll that doesn’t target you.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, if a creature marked by you deals Damage to any creature other than you, you can make a special Melee Weapon Attack against the marked creature as a Bonus Action on your next turn. You have Advantage on this Attack Roll, and the Attack deals additional Damage equal to half your Fighter Level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can make use this special Attack a number of times equal to your Proficiency Bonus regaining all expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warding Maneuver ====&lt;br /&gt;
&#039;&#039;7th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5ft of you is hit by an Attack, as a Reaction if you are wielding a Melee Weapon or Shield, you add a d8 to the creature&#039;s AC. If the Attack hits, the Attack&#039;s Damage is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hold the Line ====&lt;br /&gt;
&#039;&#039;10th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You become a master of locking down your enemies. Creatures provoke an Opportunity Attack from you when they move 5ft or more while within your Reach. Additionally, if you hit a creature with an Opportunity Attack, the target’s speed is reduced to 0 until the end of the current turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ferocious Charger ====&lt;br /&gt;
&#039;&#039;15th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can run down your foes, whether you’re mounted or not. Once on each of your turns, ff you move at least 10ft in a straight line right before you Hit a creature with a Weapon Attack, that creature must make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vigilant Defender ====&lt;br /&gt;
&#039;&#039;18th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You respond to danger with extraordinary vigilance. Once per turn you can make an Opportunity Attack as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Champion&#039;s League ==&lt;br /&gt;
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Critical ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Crit Range increases by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you hit on an Attack Roll, you can choose to make it a Critical Hit. You can do this a number of times equal to half your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Remarkable Athlete ====&lt;br /&gt;
&#039;&#039;7th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can add half your Proficiency Bonus (rounded up) to any Strength, Dexterity, or Constitution Checks you make that you aren&#039;t Proficient in.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition you gain a Climbing and Swimming Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Additional Fighting Styles ====&lt;br /&gt;
&#039;&#039;10th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt two additional styles of fighting as your specialty. Choose two of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing Armor, you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Great Weapon Fighting.&#039;&#039;&#039; When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.&lt;br /&gt;
*&#039;&#039;&#039;Improvised Fighting.&#039;&#039;&#039; You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.&lt;br /&gt;
*&#039;&#039;&#039;Interception.&#039;&#039;&#039; When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.&lt;br /&gt;
*&#039;&#039;&#039;Pit Fighting.&#039;&#039;&#039; You have trained to fight with obscure, and underrated weapons, gaining the following weapons:&lt;br /&gt;
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.&lt;br /&gt;
:*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.&lt;br /&gt;
:*For you, Nets now deal 1d6 Bludgeoning Damage.&lt;br /&gt;
:*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that Attack.&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Strongbow.&#039;&#039;&#039; You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Superior Critical ====&lt;br /&gt;
&#039;&#039;15th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Crit Range increases by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your Weapon Attacks deal additional Damage equal to your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Survivor ====&lt;br /&gt;
&#039;&#039;18th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain a number of Hit Points equal to 5 + your Constitution Modifier. You don’t gain this benefit if you have 0 Hit Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Echo Knight&#039;s League ==&lt;br /&gt;
A mysterious and feared frontline warrior, the Echo Knight has mastered the art of using Khaagaazh to summon the fading shades of unrealized creation to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Manifest Echo ====&lt;br /&gt;
&#039;&#039;3rd Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to magically manifest an echo of yourself in an unoccupied space you can see within 15ft of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a Free Action, until you manifest another echo, or until you’re Incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Echo has an AC of 14 + your Proficiency Bonus, 1 Hit Point, and Immunity to all Conditions. If it is forced to make a Saving Throw, it uses your Saving Throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30ft in any direction as a Free Action. If your Echo is ever more than 30ft from you at the end of your turn, it is destroyed. You can use the Echo in the following ways:&lt;br /&gt;
*As a Bonus Action, you can teleport, magically swapping places with your Echo by spending 15ft of movement.&lt;br /&gt;
*You can make Attacks as if you were in the Echo&#039;s space.&lt;br /&gt;
*When a creature that you can see within 5ft of your Echo moves at least 5ft away from it, you can use your Reaction to make an Opportunity Attack against that creature as if you were in the Echo’s space.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unleash Incarnation ====&lt;br /&gt;
&#039;&#039;3rd Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can heighten your echo’s fury. Whenever you take the Attack Action, you can make one additional Weapon Attack from the Echo’s space.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Echo Avatar ====&lt;br /&gt;
&#039;&#039;7th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can temporarily transfer your consciousness to your Echo. As an Action, you can see through your Echo’s eyes and hear through its ears. During this time, you are Deafened and Blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time as a Free Action. While your echo is being used in this way, it can be up to 1,000ft away from you without being destroyed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shadow Martyr ====&lt;br /&gt;
&#039;&#039;10th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make your Echo throw itself in front of an Attack directed at another creature that you can see. Before the Attack Roll is made, you can use your Reaction to teleport the Echo to an unoccupied space within 5ft of the targeted creature. The Attack Roll that triggered the Reaction is instead made against your Echo.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Reclaim Potential ====&lt;br /&gt;
&#039;&#039;15th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve learned to absorb the fleeting magic of your Echo. When your Echo is destroyed by taking Damage, you gain a number of Temporary Hit Points equal to 2d6 + your Constitution Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legion of One ====&lt;br /&gt;
&#039;&#039;18th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to create two Echoes with your Manifest Echo feature, these Echoes can coexist. If you try to create a third Echo, the previous two Echoes are destroyed. Anything you can do from one Echo’s position can be done from the other’s instead. In addition, you can use an Action to regain a use of Unleash Incarnation.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eldritch Knight&#039;s League ==&lt;br /&gt;
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
&#039;&#039;3rd Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; An Arcane Focus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; You start knowing 3 Spells from the Wizard Spell List, two of which must be from the Evocation or Abjuration Schools. You learn additional Spells from the Wizard Spell List which can only be learnt from the Evocation or Abjuration Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spells known and spell slots per Level&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 2 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 2 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 2 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 2 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 2 || 5 || 4 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 2 || 6 || 4 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 2 || 6 || 4 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 3 || 7 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 3 || 8 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 3 || 8 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 3 || 9 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 3 || 10 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 3 || 10 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 3 || 11 || 4 || 3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 3 || 11 || 4 || 3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 3 || 11 || 4 || 3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3 || 12 || 4 || 3 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 3 || 13 || 4 || 3 || 3 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weapon Bond ====&lt;br /&gt;
&#039;&#039;3rd Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn a ritual that creates a magical bond between yourself and one Weapon. You perform the ritual over the course of 1 hour, which can be done during a Long Rest. The Weapon must be within your reach throughout the ritual, at the conclusion of which you touch the Weapon and forge the bond.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have bonded a Weapon to yourself, you can’t be disarmed of that Weapon unless you are Incapacitated. You can summon that Weapon as a Bonus Action on your turn, causing it to teleport instantly to your hand.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have a number of bonded Weapons equal to your Proficiency Bonus, if you attempt to bond to a Weapon that would exceed your maximum Bonded Weapons, you must break the bond with one of your other Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Bonded Weapon can also be used as your Spellcasting Focus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== War Magic ====&lt;br /&gt;
&#039;&#039;7th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Action to cast a Cantrip, you can make one Weapon Attack as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Strike ====&lt;br /&gt;
&#039;&#039;10th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to make your Weapon&#039;s strikes undercut a creature’s resistance to your spells. When you hit a creature with a Weapon Attack, that creature has Disadvantage on the next Saving Throw it makes against a Spell you cast before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Charge ====&lt;br /&gt;
&#039;&#039;15th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to teleport up to 30ft to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved War Magic ====&lt;br /&gt;
&#039;&#039;18th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Action to cast a Spell, you can make a single Weapon Attack as a Bonus Action. Additionally, when you use an Action to cast a Cantrip, you can make two Weapon Attacks as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Meteor Knight&#039;s League ==&lt;br /&gt;
Some Fighters are naturally in tune with Graviturgy Magic, but do not posses the desire or power to become full fledged Graviturgy Wizards, instead using their skills as Fighters to harness this power. These Fighters become Meteor Knights.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Satellite Mastery ====&lt;br /&gt;
&#039;&#039;3rd Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically bind a number of missiles to you up to your Proficiency Bonus. You can bind a missile, such as a Dart, Sling Bullet, Crossbow bolt, or similar object to you using an Action. You must be touching the object to bind it. If you bind another missile when you already have the maximum number bound to you, a different missile of your choice ceases to be bound. A bound missile is called a Satellite.&amp;lt;br&amp;gt;&lt;br /&gt;
You can mentally command any number of Satellites to hover and orbit around your body or drop into your hand, quiver, or similar container. Doing so can be done as an Object Interaction.&amp;lt;br&amp;gt;&lt;br /&gt;
While you have at least one Satellite orbiting you, you can use a Bonus Action to make a Ranged Spell Attack with it, sending it magically hurtling toward a target that you can see within 30ft of you. Intelligence is your Ability Modifier for this Attack, and you are Proficient with it.&amp;lt;br&amp;gt;&lt;br /&gt;
On a hit, the Satellite deals Bludgeoning or Piercing damage (depending on the shape of the missile) equal to 1d4 + your Intelligence Modifier. Being within 5ft of a hostile creature doesn’t impose Disadvantage on this Attack.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 10th Level in this class, the range of this Spell Attack increases to 60ft.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use an Action to cause all Satellites within 120ft of you to return to you, flying back into your orbit or into your open hand or a similar container you are carrying (your choice). When these Satellites return to you, they fly in the most direct route to do so, weaving around corners, walls, and objects in their way to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
If a Satellite passes through a creature, that creature must make a Dexterity Saving Throw with a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save, the creature takes your Satellite&#039;s normal Damage, then the Satellite drops to the ground and does not continue returning to you. On a successful Save, the creature takes no Damage and the Satellite keeps flying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Damage of your satellites increases when you reach certain Levels in this class: 10th Level (2d4) and 18th Level (3d4).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Reduce Gravity ====&lt;br /&gt;
&#039;&#039;3rd Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can cause the pull of gravity on you to lessen. You learn the Feather Fall and Jump Spells. At 10th Level in this class, you also learn the Levitate Spell. When you cast one of these Spells, you can target only yourself, and the Spell doesn’t require Material Components.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast each of these Spells once with this feature, and once you cast a Spell in this way, you can’t do so again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 15th Level in this class, you can cast the Feather Fall and Jump Spells in this way at will. Intelligence is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Course Correct ====&lt;br /&gt;
&#039;&#039;7th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your control over your bound missiles can be exerted over others that come near you. When a launched missile (that’s light enough to be a satellite for you) comes within 10ft of you, you can use your Reaction to attempt to alter its course or ensnare it, making a contested Intelligence Check against the original Attack Roll, adding your Proficiency Bonus to the Check. On a success, you can choose a new target for the Attack within 10ft of the original one, using the original Attack Roll to determine whether or not it hits the new target. Alternatively, on a success, you can cause the missile to become a Satellite for you, ending your control over another satellite if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Satellite Mastery ====&lt;br /&gt;
&#039;&#039;10th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can return a Satellite to your orbit when it misses its mark. Once on each of your turns when you miss with a Ranged Spell Attack using a Satellite, you can cause it to immediately fly back and return to your orbit. In addition, all Satellites within 120ft of you return to your orbit when you use your Action Surge. They return to your orbit either before or after the additional Action.&amp;lt;br&amp;gt;&lt;br /&gt;
When Satellites fly back to your in either of these ways, they follow the same rules as described in your Satellite Mastery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Increase Gravity ====&lt;br /&gt;
&#039;&#039;15th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve learned how to briefly adjust the way that gravity affects you, increasing your sturdiness and reducing that of your enemies. You have Advantage on any Ability Check or Saving Throw you make to resist being pushed, pulled, or knocked Prone. In addition, when you take the Shove Action, you add your Intelligence Modifier to the Ability check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Satellite Barrage ====&lt;br /&gt;
&#039;&#039;18th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can send a bombardment of Satellites all at once. As an Action, you can make any number of Ranged Spell Attacks with your Satellites, up to the number of orbiting ones you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Minuteman&#039;s League ==&lt;br /&gt;
Some warriors, rather than specializing in a specific style of combat, attaining perfect skill and technique with that style, rather choose to sharpen their minds, reflexes and wills. These warriors are ready at a moments notice, always wary of surprise attacks and ambushes, able to lead groups quickly over long distances and performing deadly strikes against the unprepared. These Fighters are the Minutemen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Off Duty Watch ====&lt;br /&gt;
&#039;&#039;3rd Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose this archetype at 3rd level, you add your Proficiency Bonus to your Initiative Rolls. You also gain Proficiency with one Tool of your choice. Finally, you cannot be Surprised.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Call To Arms ====&lt;br /&gt;
&#039;&#039;3rd Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
your preparation for battle at any time has given you an edge in events leading up to and during combat.&amp;lt;br&amp;gt; &lt;br /&gt;
Creatures with an Initiative Score lower then yours have Disadvantage on Opportunity Attacks against you, and you ignore 1/2 Cover and 3/4 Cover while Attacking creatures with a lower Initiative Score then you.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, at the start of each round, you can reroll your Initiative, choosing to keep your old or new Initiative Score. You can reroll your Initiative a number of times equal to your Proficiency Bonus regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Courier ====&lt;br /&gt;
&#039;&#039;7th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your training and preparation has paid off. &amp;lt;br&amp;gt;&lt;br /&gt;
While traveling, you and all creatures of your choice traveling with you can travel for 12 hours before the travel becomes a Forced March, allowing the group to generally travel 36 miles per travel day as opposed to 24 miles. You also gain Proficiency with Drums as a Musical Instrument.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain Proficiency in Dexterity Saving Throws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fool Me Once ====&lt;br /&gt;
&#039;&#039;10th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on all Attacks against creatures which have not yet taken a turn combat, and you do not provoke Opportunity Attacks from these creatures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A Bird In The Hand ====&lt;br /&gt;
&#039;&#039;15th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per turn after you miss a target with an Attack, you can expend one use of your Call To Arms to instead reroll the Attack. You cannot do this in a round during which you rerolled your Initiative.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dedication To The Cause ====&lt;br /&gt;
&#039;&#039;18th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your loyalty to the cause has resolved your spirit. Your Call to Arms now has an unlimited amount of uses.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you roll Initiative at the start of combat, you gain a number of Temporary Hit Points equal to your Fighter Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psi Warrior&#039;s League ==&lt;br /&gt;
Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many Kalashtari and Gem Dragonwrought train to become such warriors.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psionic Power ====&lt;br /&gt;
&#039;&#039;3rd Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy Dice, which are each a d6. You have a number of these dice equal to twice your Proficiency Bonus, and they are expended to fuel various psionic powers you have, which are detailed below.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain all expended Psionic Energy Dice when you finish a Long Rest. In addition, as an Action you can regain all expended Psionic Energy Dice once per Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach certain Levels in this class, the size of your Psionic Energy Dice increases: at 5th Level (d8), 11th Level (d10), and 17th Level (d12). The powers below use your Psionic Energy Dice:&lt;br /&gt;
*&#039;&#039;&#039;Protective Field.&#039;&#039;&#039; When you or another creature you can see within 30ft of you takes Damage, you can use your Reaction to expend one Psionic Energy Die, reducing the Damage taken by one roll of you Psionic Energy Die + your Intelligence Modifier, as you create a momentary shield of telekinetic force.&lt;br /&gt;
*&#039;&#039;&#039;Psionic Strike.&#039;&#039;&#039; You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30ft of you with a Weapon Attack, you can expend one Psionic Energy Die, dealing Force Damage to the target of the Attack equal to one roll of your Psionic Energy Die + your Intelligence Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Telekinetic Movement.&#039;&#039;&#039; You can move an object or a creature with your mind. As an Action, you target one loose object that is Large or smaller or one willing creature within 30ft of you that you can see, you can move it up to 30ft to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. You can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. You can expend a Psionic Energy die to use the Action again if you have no uses left.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Telekinetic Adept ====&lt;br /&gt;
&#039;&#039;7th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered new ways to use your telekinetic abilities in the following ways:&lt;br /&gt;
*&#039;&#039;&#039;Psi-Powered Leap.&#039;&#039;&#039; As a Bonus Action, you can propel your body with your mind. You gain a Flying Speed equal to twice your Walking Speed until the end of the current turn. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest, you can spend a Psionic Energy Die to use this Bonus Action if you have no uses remaining.&lt;br /&gt;
*&#039;&#039;&#039;Telekinetic Thrust.&#039;&#039;&#039; When you deal Damage to a target with your Psionic Strike, you can force the target to make a Strength Saving Throw with a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save, the target is knocked Prone and is pushed up to 10ft in any horizontal direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guarded Mind ====&lt;br /&gt;
&#039;&#039;10th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The psionic energy flowing through you has bolstered your mind. You gain Resistance to Psychic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can expend a Psionic Energy Die on your turn to end the Charmed and Frightened Conditions on yourself.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Bulwark of Force ====&lt;br /&gt;
&#039;&#039;15th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose a number of creatures equal to your Intelligence Modifier within 30ft of you. Each of the chosen creatures is protected by 1/2 Cover for 1 minute or until you’re Incapacitated. Once you use this feature, you cannot use it until you finish a Long Rest, unless you expend a Psionic Energy Die to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Telekinetic Master ====&lt;br /&gt;
&#039;&#039;18th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis Spell, requiring no Components, using Intelligence as your Spellcasting Ability. On each of your turns while you Concentrate on this Spell, including the turn when you cast it, you can make a single Weapon Attack as a Bonus Action. Once you cast the Spell with this feature, you can’t do so again until you finish a Long Rest, unless you expend a Psionic Energy Die to cast it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rune Knight&#039;s League ==&lt;br /&gt;
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiencies ====&lt;br /&gt;
&#039;&#039;3rd Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At 3rd level, you gain Proficiency with Smith’s Tools, and you learn to speak, read, and write Giant.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rune Carver ====&lt;br /&gt;
&#039;&#039;3rd Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use magic runes to enhance your gear. You learn two Runes of your choice described at the end of this subclass. You learn an additional Rune at 7th, 10th, 15th, and 18th Level in this class. If a Rune has a Level requirement, you must be at least that Level in this class to learn the Rune.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you finish a Long Rest, you can touch a number of objects equal to the number of Runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your Rune remains on an object until you finish a Long Rest, and an object can bear only one of your Runes at a time. If a Rune requires a Saving Throw, your Rune Save DC equals 8 + your Constitution Modifier + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Giant’s Might ====&lt;br /&gt;
&#039;&#039;3rd Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned how to imbue yourself with the might of giants. As a Bonus Action, you magically gain the following benefits, which last for 1 minute:&lt;br /&gt;
*If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If you lack the room to become Large, your size doesn’t change.&lt;br /&gt;
*You have Advantage on Strength Checks and Saving Throws.&lt;br /&gt;
*Once on each of your turns, one of your Weapon Attacks deals an additional 1d6 Damage.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses of it when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Runic Shield ====&lt;br /&gt;
&#039;&#039;7th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60ft of you is hit by an Attack Roll, you can use your Reaction to force the attacker to reroll the d20 and use the new roll.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Great Stature ====&lt;br /&gt;
&#039;&#039;10th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while your Giant&#039;s Might is active and you hit on a Weapon Attack, you roll the Weapon&#039;s Damage Die an additional time and add it to the Damage Roll. Also the extra damage you deal with the Giant’s Might feature increases to 2d8&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master of Runes ====&lt;br /&gt;
&#039;&#039;15th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can invoke each Rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Runic Juggernaut ====&lt;br /&gt;
&#039;&#039;18th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 3d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 10ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Runes ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Rune Knight&#039;s League Feature Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cloud Rune.&#039;&#039;&#039; This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Dexterity (Sleight of Hand) Checks and Charisma (Deception) Checks.&lt;br /&gt;
:In addition, when you or a creature you can see within 30ft of you is hit by an Attack, you can use your Reaction to invoke the Rune and choose a different creature within 30ft of you. The chosen creature becomes the target of the Attack, using the same roll. This magic can transfer the Attack’s effects regardless of the Attack’s Range. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Fire Rune.&#039;&#039;&#039; This Rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this Rune, you have Expertise in all Tools you had Proficiency in.&lt;br /&gt;
:In addition, when you hit a creature with a Weapon Attack, you can invoke the Rune to summon fiery shackles, causing the Attack to deal an additional 2d6 Fire Damage, and the target must succeed on a Strength Saving Throw or be Restrained for 1 minute. While Restrained by the shackles, the target takes 2d6 Fire Damage at the start of each of its turns. The target can repeat the Saving Throw at the end of each of its turns, banishing the shackles on a successful Save. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Frost Rune.&#039;&#039;&#039; This Rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Animal Handling) Checks and Charisma (Intimidation) Checks.&lt;br /&gt;
:In addition, you can invoke the Rune as a Bonus Action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all Ability Checks and Saving Throws that use Strength or Constitution. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Stone Rune.&#039;&#039;&#039; This Rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Insight) Checks, and you have Darkvision out to a range of 120ft.&lt;br /&gt;
:In addition, when a creature you can see ends its turn within 30ft of you, you can use your Reaction to invoke the Rune and force the creature to make a Wisdom Saving Throw. On a failed Save, the creature is Charmed by you for 1 minute. While Charmed in this way, the target&#039;s Speed is reduced to 0 and it is Incapacitated, descending into a dreamy stupor. The creature repeats the Saving Throw at the end of each of its turns, ending the effect on a success. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Hill Rune (7th Level or Higher).&#039;&#039;&#039; This Rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this Rune, you have Advantage on Saving Throws against being Poisoned, and you have Resistance against Poison Damage.&lt;br /&gt;
:In addition, you can invoke the Rune as a Bonus Action, gaining Resistance to Bludgeoning, Piercing, and Slashing Damage for 1 minute. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Storm Rune (7th Level or Higher).&#039;&#039;&#039; Using this Rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this Rune, you have Advantage on Intelligence (Arcana) Checks, and you can’t be Surprised as long as you aren’t Incapacitated.&lt;br /&gt;
:In addition, you can invoke the Rune as a Bonus Action to enter a prophetic state for 1 minute or until you’re Incapacitated. Until the state ends, when you or another creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to give the roll Advantage or Disadvantage (your choice). Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Samurai&#039;s League ==&lt;br /&gt;
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiency ====&lt;br /&gt;
&#039;&#039;3rd Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in two of the following Skills of your choice: History, Insight, Performance, or Persuasion. You also learn one Language of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Spirit ====&lt;br /&gt;
&#039;&#039;3rd Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your intensity in battle can shield you and help you strike true. As a Bonus Action you can give yourself Advantage on Weapon Attacks until the end of the current turn. When you do so, you also gain 5 Temporary Hit Points.&amp;lt;br&amp;gt;&lt;br /&gt;
The number of Temporary Hit Points increases when you reach certain Levels in this class, increasing to 10 at 10th Level and 15 at 15th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elegant Courtier ====&lt;br /&gt;
&#039;&#039;7th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) Check, you gain a Bonus to the Check equal to your Wisdom Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
Your self-control also causes you to gain Proficiency in Wisdom Saving Throws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless Spirit ====&lt;br /&gt;
&#039;&#039;10th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you end your turn without taking the Attack Action, you regain a use of your Fighting Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Rapid Strike ====&lt;br /&gt;
&#039;&#039;15th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to trade accuracy for swift strikes. If you make a Weapon Attack with Advantage, you can forgo the Advantage for that Attack to make an additional Weapon Attack against the target of that Attack. You cannot do this more than once per turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strength Before Death ====&lt;br /&gt;
&#039;&#039;18th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your fighting spirit can delay the grasp of death. If you take would fall Unconscious from dropping to 0 Hit Points, you can use use your Reaction to delay falling Unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 Hit Points during that extra turn, taking damage causes Death Saving Throw failures as normal, and three Death Saving Throw failures can still kill you. When the extra turn ends, you fall Unconscious if you still have 0 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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== Steel Hawk&#039;s League ==&lt;br /&gt;
Powerful, nimble soldiers, Steel Hawks use explosive bursts of speed to launch themselves great distances in order to reach faraway threats. Despite their often heavy armor, those who follow this archetype leap and strike with the agility of seasoned assassins, becoming every inch the fearsome birds of prey their name would suggest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Launch ====&lt;br /&gt;
&#039;&#039;3rd Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to magically launch yourself with a mighty leap. While standing on a solid surface, you can use a Bonus Action to leap 15ft in any direction. When you reach 7th Level in this class, the leap’s distance becomes 30ft.&amp;lt;br&amp;gt;&lt;br /&gt;
You can’t use this feature if your Speed is 0, and if you leap completely horizontally, you still leap 1ft off the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
Leaping in this way doesn’t Provoke Opportunity Attacks, and if you fall immediately after using this leap, you can subtract up to 30ft from the fall when calculating Fall Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Leaping in this way can also strengthen your strikes by using the force of your momentum. If you make a Melee Weapon Attack during or immediately before or after this leap, you have Advantage on the Attack Roll and it deals an additional 1d8 Damage. At 10th Level, this extra Damage becomes 1d10, and at 18th Level, it becomes 1d12.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lancer ====&lt;br /&gt;
&#039;&#039;3rd Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are remarkably light on your feet and capable of counterbalancing even some of the most awkward of equipment. Lances have the Versatile property for you while you’re not mounted, dealing 1d8 Piercing Damage when held with one hand and 1d12 Piercing Damage when wielded with two hands. When you use your Launch and hit with a Melee Weapon Attack while wielding a Lance with one hand during or immediately before or after that leap, it counts as if you’re wielding it with two hands.&amp;lt;br&amp;gt;&lt;br /&gt;
Immediately before you make an Attack against a creature within 5ft of you using a Lance, you can move up to 5ft away from it, without provoking Opportunity Attacks from the target. You must be standing and have movement remaining in order to move in this way.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bird Caller ====&lt;br /&gt;
&#039;&#039;3rd Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to identify common birds by their calls, and you have Advantage on Wisdom (Animal Handling) Checks when interacting with any beast that has an innate Flying Speed. In addition, you gain the ability to cast the Animal Messenger Spell, but only as a Ritual, and only targeting a Beast that has an innate Flying Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Steel Grace ====&lt;br /&gt;
&#039;&#039;7th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Wearing armor doesn’t impose Disadvantage on your Dexterity (Stealth) Checks. In addition, whenever you make a Dexterity Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you can use your Launch as a Reaction. When you do so, you take no Damage on a successful Save, and only half Damage on a failed Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Eagle Eye ====&lt;br /&gt;
&#039;&#039;10th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack made during or immediately before or after or your Launch has its Crit Range increased by 1. If you hit a flying creature with this Attack, it must also make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failed Save, the target&#039;s Speed is reduced to 0 until the start of its next turn and it falls to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you gain Proficiency and Expertise in Perception.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Predatory Lance ====&lt;br /&gt;
&#039;&#039;15th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on Initiative Rolls, and when you roll Initiative you can use your Launch as a Free Action without expending a use of the feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Improved Launch ====&lt;br /&gt;
&#039;&#039;18th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack immediately after, before, or during your Launch, it must also succeed on a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you can push yourself beyond your normal limits when you use your Launch. When you do, your leap can total a maximum of 120ft, instead of 30ft, and you don’t suffer any Damage from falling after the leap. Additionally, you deal twice as much Damage to any creatures you Attack during this Launch. However, after you use this enhanced Launch, you suffer one level of Exhaustion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Fighter&amp;diff=1646</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Fighter&amp;diff=1646"/>
		<updated>2022-11-21T02:24:09Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Satellite Mastery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fighter =&lt;br /&gt;
A Triton in clanging plate armor holds her shield before her as she runs toward the massed zombies. An Otterfolk behind her, clad in studded leather armor, peppers the zombies with arrows loosed from his exquisite bow. The Treant nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Kalashtari in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a Grung in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.&amp;lt;br&amp;gt;&lt;br /&gt;
All of these heroes are fighters, perhaps the most diverse adventurer. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Fighting Style, Second Wind || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Action Surge || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Martial League || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Extra Attack || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Ability Score Improvement || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || Martial League Feature || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || Indomitable (Once) || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Martial League Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Extra Attack || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || Indomitable (Twice) || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Ability Score Improvement || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || Martial League Feature || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || Endless Action, Indomitable (Thrice) || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Martial League Feature || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Extra Attack || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d10 per Fighter Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 10 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d10 (or 6) + your Constitution Modifier per Fighter Level after 1st.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, Heavy Armor, and Shields.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Constitution.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; Chain Mail or Leather and a Longbow, a Round Shield or a Simple Weapon or a Martial Weapon, a Simple Weapon or a Martial Weapon, a Light Crossbow or two Handaxes, and one Equipment Pack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Style ====&lt;br /&gt;
&#039;&#039;1st Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing Armor, you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Great Weapon Fighting.&#039;&#039;&#039; When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.&lt;br /&gt;
*&#039;&#039;&#039;Improvised Fighting.&#039;&#039;&#039; You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.&lt;br /&gt;
*&#039;&#039;&#039;Interception.&#039;&#039;&#039; When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.&lt;br /&gt;
*&#039;&#039;&#039;Pit Fighting.&#039;&#039;&#039; You have trained to fight with obscure, and underrated weapons, gaining the following weapons:&lt;br /&gt;
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.&lt;br /&gt;
:*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.&lt;br /&gt;
:*For you, Nets now deal 1d6 Bludgeoning Damage.&lt;br /&gt;
:*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that Attack.&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Strongbow.&#039;&#039;&#039; You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter Level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Action Surge ====&lt;br /&gt;
&#039;&#039;2nd Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action. You can use this feature no more than once on each of your turns, and can use it a total number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Martial League ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the following Martial Leagues that you strive to emulate in your combat styles and techniques.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Martial Leagues&lt;br /&gt;
|-&lt;br /&gt;
! Martial League !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Archer&#039;s League || 3 || You use various magical shots to strike down your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || 2 || You inspire your allies as you lead the charge in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Barrier&#039;s League || 3 || You grow a coral coating of armor as you embody the tides.&lt;br /&gt;
|-&lt;br /&gt;
| Battle Master&#039;s League || 3 || You use a variety of maneuvers to tactically gain control of the battlefield.&lt;br /&gt;
|-&lt;br /&gt;
| Cavalier&#039;s League || 2 || You charge hold the line, marking, warding, and showing your wrath to anyone who comes close to breaking through.&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || 1 || You become an insurmountable force in combat due to your pure martial prowess.&lt;br /&gt;
|-&lt;br /&gt;
| Echo Knight&#039;s League || 4 || You summon copies of yourself from potential timelines to distract your enemies and to strike them down.&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Knight&#039;s League || 4 || You harness magic channeled through your blades to crush your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Meteor Knight&#039;s League || 3 || You use graviturgy magic to fire projectiles at nearby foes.&lt;br /&gt;
|-&lt;br /&gt;
| Minuteman&#039;s League || 2 || You become an expert at leveraging every advantage you can to gain the upper-hand.&lt;br /&gt;
|-&lt;br /&gt;
| Psi Warrior&#039;s League || 4 || You use your psionic powers to guard your allies and smite your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Rune Knight&#039;s League || 4 || You harness the runes of giants to enchant your weapons and armor while embodying their size.&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || 2 || You masterfully command your will to grow your strength and vitality in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Steel Hawk&#039;s League || 3 || You launch yourself through the air at your foes while expertly wielding lances.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
&#039;&#039;4th, 6th, 8th, 12th, 14th, 16th, and 19th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th, 11th, and 20th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can perform an additional Attack as part of the Attack Action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indomitable ====&lt;br /&gt;
&#039;&#039;9th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Beginning at 9th level, when you fail a Saving Throw, you can choose to succeed instead. Once you use this feature, you cannot do so again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
At certain Levels in this class you can use this feature more times, you can use its twice between Long Rests at 13th Level, and three times between Long Rests at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Endless Action ====&lt;br /&gt;
&#039;&#039;17th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Also at 17th level, Instead of being able to use Action Surge a number of times equal to your Proficiency Bonus between Long Rests, you can now use it a number of times equal to twice your Proficiency Bonus between Long Rests.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Martial Leagues =&lt;br /&gt;
== Arcane Archer&#039;s League ==&lt;br /&gt;
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Archer Lore ====&lt;br /&gt;
&#039;&#039;3rd Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn magical theory or some of the secrets of nature. You gain Proficiency in either the Arcana or the Nature skill (your choice), and you learn the Prestidigitation and the Druidcraft cantrips.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Shot ====&lt;br /&gt;
&#039;&#039;3rd Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice detailed at the end of this subclass.&amp;lt;br&amp;gt;&lt;br /&gt;
When you make an Attack with a Ranged Weapon, as part of that Attack, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses of it when you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th Level. Each option also improves when you reach 18th Level in this class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magic Arrow ====&lt;br /&gt;
&#039;&#039;7th Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to infuse your attacks with magic. Your Ranged Weapon Attacks count as Magical for the purpose of overcoming Resistance and Immunity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curving Shot ====&lt;br /&gt;
&#039;&#039;7th Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to direct an errant arrow toward a new target. When you make an Attack Roll with a Ranged Weapon Attack and miss, you can use a Bonus Action to reroll the Attack Roll against a different target within 60ft of the original target.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ever-Ready Shot ====&lt;br /&gt;
&#039;&#039;15th Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your magical archery is available constantly. Whenever you end your turn without taking the Attack Action, you regain one use of your Arcane Shot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Shot Options ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Arcane Archer&#039;s League Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
All Arcane Shots are magical effects. If an option requires a Saving Throw it uses your Shot Save DC which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus.&lt;br /&gt;
*&#039;&#039;&#039;Banishing Arrow.&#039;&#039;&#039; You use abjuration magic to try to temporarily banish your target to a harmless demi-plane. The creature hit by the Attack must also succeed on a Charisma Saving Throw or be banished. While banished in this way, the target’s Speed is 0, and it is Incapacitated. At the end of its next turn, the target reappears in the space it previously occupied or in the nearest unoccupied space if that space is occupied. After you reach 18th Level in this class, the target also takes 2d6 Force Damage when the Attack hits it.&lt;br /&gt;
*&#039;&#039;&#039;Beguiling Arrow.&#039;&#039;&#039; Your enchantment magic causes this attack to temporarily beguile its target. The creature hit by the Attack takes an extra 2d6 Psychic Damage, you then choose one creature within 30ft of the target. The target must succeed on a Wisdom Saving Throw, or be Charmed by the chosen creature until the start of your next turn. This effect ends early if the chosen creature attacks the Charmed creature, deals Damage to it, or forces it to make a Saving Throw. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Bursting Arrow.&#039;&#039;&#039; You imbue your arrow with force energy. Immediately after the Attack hits the creature, the target and all other creatures within 10ft of it take 2d6 Force Damage each. The Force Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Enfeebling Arrow.&#039;&#039;&#039; You weave necromantic magic into your attack. The creature hit by the Attack takes an extra 2d6 Necrotic Damage. The target must also succeed on a Constitution Saving Throw, on a failed Save, the target&#039;s Damage dealt by its Weapon Attacks is halved until the start of your next turn. The Necrotic Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Grasping Arrow.&#039;&#039;&#039; When this attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the Attack takes an extra 2d6 Poison Damage, its Speed is reduced by 10ft, and it takes 2d6 Slashing Damage the first time it moves on each of its turns. The target or any creature that can reach it can use its Action to remove the brambles with a successful Strength (Athletics) Check against your Shot Save DC. Otherwise, the brambles last for 1 minute or until you use this Arcane Shot again. The Poison Damage and Slashing damage both increase to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Piercing Arrow.&#039;&#039;&#039; You use transmutation magic to give your attack an ethereal quality. When you use this Arcane Shot, you don’t make an Attack Roll for the Attack. Instead, the arrow shoots forward in a 1x30ft Emanated Line, before disappearing. The Attack passes harmlessly through objects, ignoring Cover. Each creature in that line must make a Dexterity Saving Throw. On a failed Save, a creature takes Damage as if it were hit by the Attack, plus an extra 1d6 Piercing Damage. On a successful Save, a target takes half as much Damage. The Piercing Damage increases to 2d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Seeking Arrow.&#039;&#039;&#039; Using divination magic, you grant your attack the ability to seek out a target. When you use this Arcane Shot, you don’t make an Attack Roll for this Arcane Shot. Instead, choose one creature you have seen in the past minute. The attack flies toward that creature, moving around corners if necessary and ignoring 3/4 Cover and 1/2 Cover. If the target is within the Weapon’s Range and there is a path large enough for the attack to travel to the target, the target must make a Dexterity Saving Throw. Otherwise, the Weapon or Ammunition reappears in one of your free hands, at your feet, or in a storage container after traveling as far as it can. On a failed Save, the target takes Damage as if it were hit by the Attack, plus an extra 1d6 Force Damage, and you learn the target’s current location. On a successful Save, the target takes half as much Damage, and you don’t learn its location. The Force Damage increases to 2d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Arrow.&#039;&#039;&#039; You weave illusion magic into your arrow, causing it to obscure your foe’s vision with shadows. The creature hit by the Attack takes an extra 2d6 Psychic Damage, and it must succeed on a Wisdom Saving Throw or be unable to see anything farther than 5ft away from itself until the start of your next turn. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Banneret&#039;s League ==&lt;br /&gt;
Pledged to protect the crown, Banneret Fighters take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.&amp;lt;br&amp;gt;&lt;br /&gt;
A Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.&amp;lt;br&amp;gt;&lt;br /&gt;
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rallying Cry ====&lt;br /&gt;
&#039;&#039;3rd Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to inspire your allies to fight on past their injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Second Wind, all creatures of your choice within 60ft of you regain a number of Hit Points equal to your Fighter Level + your Charisma Modifier and have Advantage on their next Attack Roll before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Royal Envoy ====&lt;br /&gt;
&#039;&#039;3rd Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A Banneret serves as an envoy of the crown. Knights of high standing are expected to conduct themselves with grace. You gain Proficiency and Expertise in the Persuasion Skill as well as one of the following Skills of your choice: Animal Handling, Insight, Intimidation, or Performance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Resolute Will ====&lt;br /&gt;
&#039;&#039;7th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are a steadfast rock in the face of danger. While you are not Incapacitated, you and all creatures of your choice within 30ft of you have Advantage on Saving Throws against and on ending the Frightened Condition. Additionally, you can use an Action to end the Frightened Condition on yourself or a creature within 30ft of you. When you attempt to end the Frightened Condition on a creature other than yourself, you must make a Charisma (Persuasion) Check against the DC of the initial Save made to resist the Frightened Condition. If there was no initial Saving Throw to resist there Frightened Condition, then this feature cannot be used to end the Condition on another creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inspiring Surge ====&lt;br /&gt;
&#039;&#039;10th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Action Surge, you can choose up to two creatures of your choice within 60ft of you that can see or hear you. Each of those creatures can use their Reaction to immediately move up to their Speed and take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bulwark ====&lt;br /&gt;
&#039;&#039;15th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When friendly creatures within 30ft of you are forced to make a Saving Throw, you can use your Reaction to grant that creature Advantage on the Saving Throw. You can give this benefit to a number of creatures equal to your Charisma modifier. If a creature would take Damage from failing the Save and half as much from succeeding the Save, the creature&#039;s you give Advantage only take half Damage on a failed Save and take no Damage on a successful Save. Once you use this feature you cannot use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lead the Charge ====&lt;br /&gt;
&#039;&#039;18th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are a leader from the front lines, inspiring your allies to continue the fight. You can use a Bonus Action on your turn to grant a creature within 60ft of you that can see or hear you Temporary Hit Points equal to 5 + your Charisma Modifier and Advantage on their next Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Barrier&#039;s League ==&lt;br /&gt;
Warriors who draw power from the tropical waters, Barriers harness the primal magic of the reef to don a spiked armor made of living creatures. Because of their connection to the natural world and potent martial prowess, Barriers are commonly fielded as champions and defenders among coastal cultures for their unbreakable endurance and ability to defend their companions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mantle of Coral ====&lt;br /&gt;
&#039;&#039;3rd Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action on your turn to create a suit of magical living Armor around you, which lasts for 1 minute. You can create this Armor on top of any existing Armor you are wearing. While you have this Armor, you gain the following benefits:&lt;br /&gt;
*Your AC can’t be less than 16.&lt;br /&gt;
*If a creature within 5ft of you hits you with a Melee Attack, that creature takes 1d4 Magical Piercing Damage. The first time a creature takes this Damage on a turn, its Speed is reduced by 10ft until the end of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expel Toxin ====&lt;br /&gt;
&#039;&#039;3rd Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You take on the natural healing properties of coral, and can use it to expel yourself of poisons. When you use your Second Wind while your Mantle of Coral is active, your Armor deals an additional 1d6 Poison Damage until the end of your next turn, and you become cured of one Disease or Poison affecting you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fed by the Sun ====&lt;br /&gt;
&#039;&#039;7th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can draw upon the light of the sun to nourish and sustain yourself. If you spend 1 hour in bright sunlight, you regain Hit Points equal to your Constitution Modifier, and gain enough nourishment to sustain yourself for one day.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== One With The Waves ====&lt;br /&gt;
&#039;&#039;7th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You become attuned to the seas from which you draw your power from. You gain the ability to breathe underwater and you gain a Swimming Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bristling Defense ====&lt;br /&gt;
&#039;&#039;10th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature that you can see hits you with a Melee Attack while your Mantle of Coral is active, you can use your Reaction to conjure bristling spines from your Armor. When you do this, you halve the Attack’s Damage, and the attacker takes additional Magical Piercing Damage equal to your Fighter Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tactically Blank Mind ====&lt;br /&gt;
&#039;&#039;15th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can cause your mind to become barely sentient or active as is the case in actual coral. When you use your Mantle of Coral, you can choose to lose your Intelligence, Wisdom, and Charisma Scores while that use of your Mantle of Coral is active. While in this state, you cannot willingly make Intelligence, Wisdom, or Charisma Checks, and any effect that would force you to make an Intelligence, Wisdom, or Charisma Saving Throw or Check has no affect on you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Barrier Reef ====&lt;br /&gt;
&#039;&#039;18th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Mantle of Coral increases in potency and protective power. When you activate your Mantle of Coral, you gain Temporary Hit Points equal to your Fighter Level, which last until your Mantle of Coral ends. Additionally, the Piercing Damage dealt by your Mantle of Coral increases to 2d6, and a creature that takes this Damage has its Speed reduced to 0 until the end of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, your Mantle of Coral and Bristling Defense Features now also effect Ranged Attacks instead of just Melee Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battle Master&#039;s League ==&lt;br /&gt;
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Superiority ====&lt;br /&gt;
&#039;&#039;3rd Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn maneuvers that are fueled by special dice called Superiority Dice.&lt;br /&gt;
*&#039;&#039;&#039;Maneuvers.&#039;&#039;&#039; You learn three Maneuvers of your choice, which are detailed at the end of this subclass. Many Maneuvers enhance an attack in some way. You can use only one Maneuver per Attack. You learn two additional Maneuvers of your choice at 7th, 10th, 15th, and 18th Level.&lt;br /&gt;
*&#039;&#039;&#039;Superiority Dice.&#039;&#039;&#039; You have a number of Superiority Dice, which are d8s, equal to four times your Proficiency Bonus. You regain all of your expended Superiority Dice when you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws.&#039;&#039;&#039; Any Ability Check or Saving Throw required by your Maneuvers uses your Maneuver Save DC which has a DC of 8 + your Strength or Dexterity Modifier (whichever is higher) + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Student of War ====&lt;br /&gt;
&#039;&#039;3rd Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in History and one type of Artisan’s Tools of your choice. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Know Your Enemy ====&lt;br /&gt;
&#039;&#039;7th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend at least 1 minute observing or interacting with another creature outside combat, or as an Action in combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:&lt;br /&gt;
*One of the target&#039;s Ability Scores&lt;br /&gt;
*The target&#039;s Armor Class&lt;br /&gt;
*The target&#039;s current and maximum Hit Points as well as any Temporary Hit Points it may have.&lt;br /&gt;
*The target&#039;s total class Levels (if any).&lt;br /&gt;
*The target&#039;s total Fighter class Levels (if any).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Combat Superiority ====&lt;br /&gt;
&#039;&#039;10th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Superiority Dice are now d10s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Relentless ====&lt;br /&gt;
&#039;&#039;15th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn if you have no Superiority Dice left, you regain two expended Superiority Dice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Combat Superiority ====&lt;br /&gt;
&#039;&#039;18th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Superiority Dice are now d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maneuvers ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Battle Master&#039;s League Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ambush.&#039;&#039;&#039; When you make a Dexterity (Stealth) Check or an Initiative Roll, you can expend one Superiority Die and add the die to the result.&lt;br /&gt;
*&#039;&#039;&#039;Bait and Switch.&#039;&#039;&#039; When you’re within 5ft of a creature on your turn, you can expend one Superiority Die and 5ft of movement and switch places with that creature, provided you spend at least 5ft of movement and the creature is willing and isn’t Incapacitated. This movement doesn’t provoke Opportunity Attacks. Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.&lt;br /&gt;
*&#039;&#039;&#039;Brace.&#039;&#039;&#039; When a creature you can see moves into your Reach while you are wielding a Melee Weapon, you can use your Reaction to expend one Superiority Die and make a single Melee Weapon Attack against that creature. If the attack hits, add the Superiority Die to the Weapon’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Commander’s Strike.&#039;&#039;&#039; When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do, choose one creature that can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one Weapon Attack, adding the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Commanding Presence.&#039;&#039;&#039; When you make a Charisma or Strength (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) Check, you can expend one Superiority Die and add the Superiority Die to the ability check.&lt;br /&gt;
*&#039;&#039;&#039;Disarming Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the Superiority Die to the Attack’s Damage Roll, and the target must make a Strength Saving Throw. On a failed Save, the target drops the object you choose. The object lands at the creature&#039;s feet.&lt;br /&gt;
*&#039;&#039;&#039;Distracting Strike.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to distract the creature, giving your allies an opening. You add the Superiority Die to the Attack’s Damage Roll. The next Attack Roll made against the target by a creature other than you before the start of your next turn has Advantage.&lt;br /&gt;
*&#039;&#039;&#039;Evasive Footwork.&#039;&#039;&#039; When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.&lt;br /&gt;
*&#039;&#039;&#039;Feinting Attack.&#039;&#039;&#039; You can expend one Superiority Die as a Bonus Action and choose one creature within 5ft of you. You have Advantage on your next Attack Roll against that creature this turn. If that Attack hits, add the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Goading Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to goad the target into attacking you. You add the Superiority Die to the Attack’s Damage Roll and forge the target to make a Wisdom Saving Throw. On a failed Save, the target has Disadvantage on all Attack Rolls against targets other than you until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Grappling Strike.&#039;&#039;&#039; Immediately after you hit a creature with a Melee Attack on your turn, you can expend one Superiority Die and make a Grapple Attack as a Free Action, adding the Superiority Die to your Strength (Athletics) Check.&lt;br /&gt;
*&#039;&#039;&#039;Lunging Attack.&#039;&#039;&#039; When you make a Melee Weapon Attack on your turn, you can expend one Superiority Die to increase your Reach for that Attack by 5ft. If you hit, you add the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Maneuvering Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to maneuver one of your comrades into a more advantageous position. You add the Superiority Die to the Attack’s Damage Roll and you choose a creature that can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking Opportunity Attacks from the target of your attack.&lt;br /&gt;
*&#039;&#039;&#039;Menacing Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to frighten the target. You add the Superiority Die to the Attack’s Damage Roll, and the target must make a Wisdom Saving Throw. On a failed Save, it is Frightened of you until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When another creature deals Damage to you with a Melee Attack, you can use your Reaction and expend one Superiority Die to reduce the Damage dealt by the number you rolled on your Superiority Die + your Dexterity Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Precision Attack.&#039;&#039;&#039; When you miss on a Weapon Attack, you can expend one Superiority Die to add it to the Attack Roll.&lt;br /&gt;
*&#039;&#039;&#039;Pushing Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to drive the target back. You add the Superiority Die to the Attack’s Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you push the target up to 15ft away from you.&lt;br /&gt;
*&#039;&#039;&#039;Quick Toss.&#039;&#039;&#039; As a Bonus Action you can expend one Superiority Die and make a Ranged Attack with a Thrown Weapon. You can draw the Weapon as part the Attack. If you hit, you add the Superiority Die to the Weapon’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Rally.&#039;&#039;&#039; As a Bonus Action you can expend one Superiority Die to bolster the resolve of one of your companions. When you do so, choose a willing creature that can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die Roll + your Charisma Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Riposte.&#039;&#039;&#039; When a creature misses you with a Melee Attack, you can use your Reaction and expend one Superiority Die to make a Melee Weapon Attack against the creature. If you hit, you add the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Sweeping Attack.&#039;&#039;&#039; When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Assessment.&#039;&#039;&#039; When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one Superiority Die and add the Superiority Die to the Ability Check.&lt;br /&gt;
*&#039;&#039;&#039;Trip Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to knock the target down. You add the Superiority Die to the Attack’s Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you knock the target Prone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cavalier&#039;s League ==&lt;br /&gt;
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiency ====&lt;br /&gt;
&#039;&#039;3rd Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in one of the following Skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Additionally, you learn one Language of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Born to the Saddle ====&lt;br /&gt;
&#039;&#039;3rd Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your mastery as a rider becomes apparent. You have Advantage on Saving Throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10ft, you do not fall Prone if you aren&#039;t Incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, mounting or dismounting a creature costs you only 5ft of movement, rather than half your Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unwavering Mark ====&lt;br /&gt;
&#039;&#039;3rd Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a Melee Weapon Attack, you can mark the creature until the end of your next turn. This mark ends early if you are Incapacitated or you fall Unconscious.&amp;lt;br&amp;gt;&lt;br /&gt;
While the marked creature is within 5ft of you, that creature has Disadvantage on any Attack Roll that doesn’t target you.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, if a creature marked by you deals Damage to any creature other than you, you can make a special Melee Weapon Attack against the marked creature as a Bonus Action on your next turn. You have Advantage on this Attack Roll, and the Attack deals additional Damage equal to half your Fighter Level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can make use this special Attack a number of times equal to your Proficiency Bonus regaining all expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warding Maneuver ====&lt;br /&gt;
&#039;&#039;7th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5ft of you is hit by an Attack, as a Reaction if you are wielding a Melee Weapon or Shield, you add a d8 to the creature&#039;s AC. If the Attack hits, the Attack&#039;s Damage is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hold the Line ====&lt;br /&gt;
&#039;&#039;10th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You become a master of locking down your enemies. Creatures provoke an Opportunity Attack from you when they move 5ft or more while within your Reach. Additionally, if you hit a creature with an Opportunity Attack, the target’s speed is reduced to 0 until the end of the current turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ferocious Charger ====&lt;br /&gt;
&#039;&#039;15th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can run down your foes, whether you’re mounted or not. Once on each of your turns, ff you move at least 10ft in a straight line right before you Hit a creature with a Weapon Attack, that creature must make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vigilant Defender ====&lt;br /&gt;
&#039;&#039;18th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You respond to danger with extraordinary vigilance. Once per turn you can make an Opportunity Attack as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Champion&#039;s League ==&lt;br /&gt;
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Critical ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Crit Range increases by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you hit on an Attack Roll, you can choose to make it a Critical Hit. You can do this a number of times equal to half your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Remarkable Athlete ====&lt;br /&gt;
&#039;&#039;7th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can add half your Proficiency Bonus (rounded up) to any Strength, Dexterity, or Constitution Checks you make that you aren&#039;t Proficient in.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition you gain a Climbing and Swimming Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Additional Fighting Styles ====&lt;br /&gt;
&#039;&#039;10th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt two additional styles of fighting as your specialty. Choose two of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing Armor, you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Great Weapon Fighting.&#039;&#039;&#039; When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.&lt;br /&gt;
*&#039;&#039;&#039;Improvised Fighting.&#039;&#039;&#039; You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.&lt;br /&gt;
*&#039;&#039;&#039;Interception.&#039;&#039;&#039; When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.&lt;br /&gt;
*&#039;&#039;&#039;Pit Fighting.&#039;&#039;&#039; You have trained to fight with obscure, and underrated weapons, gaining the following weapons:&lt;br /&gt;
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.&lt;br /&gt;
:*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.&lt;br /&gt;
:*For you, Nets now deal 1d6 Bludgeoning Damage.&lt;br /&gt;
:*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that Attack.&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Strongbow.&#039;&#039;&#039; You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Superior Critical ====&lt;br /&gt;
&#039;&#039;15th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Crit Range increases by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your Weapon Attacks deal additional Damage equal to your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Survivor ====&lt;br /&gt;
&#039;&#039;18th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain a number of Hit Points equal to 5 + your Constitution Modifier. You don’t gain this benefit if you have 0 Hit Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Echo Knight&#039;s League ==&lt;br /&gt;
A mysterious and feared frontline warrior, the Echo Knight has mastered the art of using Khaagaazh to summon the fading shades of unrealized creation to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Manifest Echo ====&lt;br /&gt;
&#039;&#039;3rd Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to magically manifest an echo of yourself in an unoccupied space you can see within 15ft of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a Free Action, until you manifest another echo, or until you’re Incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Echo has an AC of 14 + your Proficiency Bonus, 1 Hit Point, and Immunity to all Conditions. If it is forced to make a Saving Throw, it uses your Saving Throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30ft in any direction as a Free Action. If your Echo is ever more than 30ft from you at the end of your turn, it is destroyed. You can use the Echo in the following ways:&lt;br /&gt;
*As a Bonus Action, you can teleport, magically swapping places with your Echo by spending 15ft of movement.&lt;br /&gt;
*You can make Attacks as if you were in the Echo&#039;s space.&lt;br /&gt;
*When a creature that you can see within 5ft of your Echo moves at least 5ft away from it, you can use your Reaction to make an Opportunity Attack against that creature as if you were in the Echo’s space.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unleash Incarnation ====&lt;br /&gt;
&#039;&#039;3rd Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can heighten your echo’s fury. Whenever you take the Attack Action, you can make one additional Weapon Attack from the Echo’s space.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Echo Avatar ====&lt;br /&gt;
&#039;&#039;7th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can temporarily transfer your consciousness to your Echo. As an Action, you can see through your Echo’s eyes and hear through its ears. During this time, you are Deafened and Blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time as a Free Action. While your echo is being used in this way, it can be up to 1,000ft away from you without being destroyed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shadow Martyr ====&lt;br /&gt;
&#039;&#039;10th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make your Echo throw itself in front of an Attack directed at another creature that you can see. Before the Attack Roll is made, you can use your Reaction to teleport the Echo to an unoccupied space within 5ft of the targeted creature. The Attack Roll that triggered the Reaction is instead made against your Echo.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Reclaim Potential ====&lt;br /&gt;
&#039;&#039;15th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve learned to absorb the fleeting magic of your Echo. When your Echo is destroyed by taking Damage, you gain a number of Temporary Hit Points equal to 2d6 + your Constitution Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legion of One ====&lt;br /&gt;
&#039;&#039;18th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to create two Echoes with your Manifest Echo feature, these Echoes can coexist. If you try to create a third Echo, the previous two Echoes are destroyed. Anything you can do from one Echo’s position can be done from the other’s instead. In addition, you can use an Action to regain a use of Unleash Incarnation.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eldritch Knight&#039;s League ==&lt;br /&gt;
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
&#039;&#039;3rd Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; An Arcane Focus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; You start knowing 3 Spells from the Wizard Spell List, two of which must be from the Evocation or Abjuration Schools. You learn additional Spells from the Wizard Spell List which can only be learnt from the Evocation or Abjuration Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spells known and spell slots per Level&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 2 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 2 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 2 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 2 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 2 || 5 || 4 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 2 || 6 || 4 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 2 || 6 || 4 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 3 || 7 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 3 || 8 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 3 || 8 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 3 || 9 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 3 || 10 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 3 || 10 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 3 || 11 || 4 || 3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 3 || 11 || 4 || 3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 3 || 11 || 4 || 3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3 || 12 || 4 || 3 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 3 || 13 || 4 || 3 || 3 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weapon Bond ====&lt;br /&gt;
&#039;&#039;3rd Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn a ritual that creates a magical bond between yourself and one Weapon. You perform the ritual over the course of 1 hour, which can be done during a Long Rest. The Weapon must be within your reach throughout the ritual, at the conclusion of which you touch the Weapon and forge the bond.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have bonded a Weapon to yourself, you can’t be disarmed of that Weapon unless you are Incapacitated. You can summon that Weapon as a Bonus Action on your turn, causing it to teleport instantly to your hand.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have a number of bonded Weapons equal to your Proficiency Bonus, if you attempt to bond to a Weapon that would exceed your maximum Bonded Weapons, you must break the bond with one of your other Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Bonded Weapon can also be used as your Spellcasting Focus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== War Magic ====&lt;br /&gt;
&#039;&#039;7th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Action to cast a Cantrip, you can make one Weapon Attack as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Strike ====&lt;br /&gt;
&#039;&#039;10th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to make your Weapon&#039;s strikes undercut a creature’s resistance to your spells. When you hit a creature with a Weapon Attack, that creature has Disadvantage on the next Saving Throw it makes against a Spell you cast before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Charge ====&lt;br /&gt;
&#039;&#039;15th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to teleport up to 30ft to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved War Magic ====&lt;br /&gt;
&#039;&#039;18th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Action to cast a Spell, you can make a single Weapon Attack as a Bonus Action. Additionally, when you use an Action to cast a Cantrip, you can make two Weapon Attacks as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Meteor Knight&#039;s League ==&lt;br /&gt;
Some Fighters are naturally in tune with Graviturgy Magic, but do not posses the desire or power to become full fledged Graviturgy Wizards, instead using their skills as Fighters to harness this power. These Fighters become Meteor Knights.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Satellite Mastery ====&lt;br /&gt;
&#039;&#039;3rd Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically bind a number of missiles to you up to your Proficiency Bonus. You can bind a missile, such as a Dart, Sling Bullet, Crossbow bolt, or similar object to you using an Action. You must be touching the object to bind it. If you bind another missile when you already have the maximum number bound to you, a different missile of your choice ceases to be bound. A bound missile is called a Satellite.&amp;lt;br&amp;gt;&lt;br /&gt;
You can mentally command any number of Satellites to hover and orbit around your body or drop into your hand, quiver, or similar container. Doing so can be done as an Object Interaction.&amp;lt;br&amp;gt;&lt;br /&gt;
While you have at least one Satellite orbiting you, you can use a Bonus Action to make a Ranged Spell Attack with it, sending it magically hurtling toward a target that you can see within 30ft of you. Intelligence is your Ability Modifier for this Attack, and you are Proficient with it.&amp;lt;br&amp;gt;&lt;br /&gt;
On a hit, the Satellite deals Bludgeoning or Piercing damage (depending on the shape of the missile) equal to 1d4 + your Intelligence Modifier. Being within 5ft of a hostile creature doesn’t impose Disadvantage on this Attack.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 10th Level in this class, the range of this Spell Attack increases to 60ft.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use an Action to cause all Satellites within 120ft of you to return to you, flying back into your orbit or into your open hand or a similar container you are carrying (your choice). When these Satellites return to you, they fly in the most direct route to do so, weaving around corners, walls, and objects in their way to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
If a Satellite passes through a creature, that creature must make a Dexterity Saving Throw with a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save, the creature takes your Satellite&#039;s normal Damage, then the Satellite drops to the ground and does not continue returning to you. On a successful Save, the creature takes no Damage and the Satellite keeps flying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Damage of your satellites increases when you reach certain Levels in this class: 10th Level (2d4) and 18th Level (3d4).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Reduce Gravity ====&lt;br /&gt;
&#039;&#039;3rd Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can cause the pull of gravity on you to lessen. You learn the Feather Fall and Jump Spells. At 10th Level in this class, you also learn the Levitate Spell. When you cast one of these Spells, you can target only yourself, and the Spell doesn’t require Material Components.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast each of these Spells once with this feature, and once you cast a Spell in this way, you can’t do so again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 15th Level in this class, you can cast the Feather Fall and Jump Spells in this way at will. Intelligence is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Course Correct ====&lt;br /&gt;
&#039;&#039;7th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your control over your bound missiles can be exerted over others that come near you. When a launched missile (that’s light enough to be a satellite for you) comes within 10ft of you, you can use your Reaction to attempt to alter its course or ensnare it, making a contested Intelligence Check against the original Attack Roll, adding your Proficiency Bonus to the Check. On a success, you can choose a new target for the Attack within 10ft of the original one, using the original Attack Roll to determine whether or not it hits the new target. Alternatively, on a success, you can cause the missile to become a Satellite for you, ending your control over another satellite if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Satellite Mastery ====&lt;br /&gt;
&#039;&#039;10th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can return a Satellite to your orbit when it misses its mark. Once on each of your turns when you miss with a Ranged Spell Attack using a Satellite, you can cause it to immediately fly back and return to your orbit. In addition, all Satellites within 120ft of you return to your orbit when you use your Action Surge. They return to your orbit either before or after the additional Action.&amp;lt;br&amp;gt;&lt;br /&gt;
When Satellites fly back to your in either of these ways, they follow the same rules as described in your Satellite Mastery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Increase Gravity ====&lt;br /&gt;
&#039;&#039;15th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve learned how to briefly adjust the way that gravity affects you, increasing your sturdiness and reducing that of your enemies. You have Advantage on any Ability Check or Saving Throw you make to resist being pushed, pulled, or knocked Prone. In addition, when you take the Shove Action, you add your Intelligence Modifier to the Ability check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Satellite Barrage ====&lt;br /&gt;
&#039;&#039;18th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can send a bombardment of Satellites all at once. As an Action, you can make any number of Ranged Spell Attacks with your Satellites, up to the number of orbiting ones you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Minuteman&#039;s League ==&lt;br /&gt;
Some warriors, rather than specializing in a specific style of combat, attaining perfect skill and technique with that style, rather choose to sharpen their minds, reflexes and wills. These warriors are ready at a moments notice, always wary of surprise attacks and ambushes, able to lead groups quickly over long distances and performing deadly strikes against the unprepared. These Fighters are the Minutemen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Off Duty Watch ====&lt;br /&gt;
&#039;&#039;3rd Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose this archetype at 3rd level, you add your Proficiency Bonus to your Initiative Rolls. You also gain Proficiency with one Tool of your choice. Finally, you cannot be Surprised.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Call To Arms ====&lt;br /&gt;
&#039;&#039;3rd Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
your preparation for battle at any time has given you an edge in events leading up to and during combat.&amp;lt;br&amp;gt; &lt;br /&gt;
Creatures with an Initiative Score lower then yours have Disadvantage on Opportunity Attacks against you, and you ignore 1/2 Cover and 3/4 Cover while Attacking creatures with a lower Initiative Score then you.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, at the start of each round, you can reroll your Initiative, choosing to keep your old or new Initiative Score. You can reroll your Initiative a number of times equal to your Proficiency Bonus regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Courier ====&lt;br /&gt;
&#039;&#039;7th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your training and preparation has paid off. &amp;lt;br&amp;gt;&lt;br /&gt;
While traveling, you and all creatures of your choice traveling with you can travel for 12 hours before the travel becomes a Forced March, allowing the group to generally travel 36 miles per travel day as opposed to 24 miles. You also gain Proficiency with Drums as a Musical Instrument.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain Proficiency in Dexterity Saving Throws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fool Me Once ====&lt;br /&gt;
&#039;&#039;10th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on all Attacks against creatures which have not yet taken a turn combat, and you do not provoke Opportunity Attacks from these creatures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A Bird In The Hand ====&lt;br /&gt;
&#039;&#039;15th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per turn after you miss a target with an Attack, you can expend one use of your Call To Arms to instead reroll the Attack. You cannot do this in a round during which you rerolled your Initiative.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dedication To The Cause ====&lt;br /&gt;
&#039;&#039;18th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your loyalty to the cause has resolved your spirit. Your Call to Arms now has an unlimited amount of uses.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you roll Initiative at the start of combat, you gain a number of Temporary Hit Points equal to your Fighter Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psi Warrior&#039;s League ==&lt;br /&gt;
Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many Kalashtari and Gem Dragonwrought train to become such warriors.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psionic Power ====&lt;br /&gt;
&#039;&#039;3rd Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy Dice, which are each a d6. You have a number of these dice equal to twice your Proficiency Bonus, and they are expended to fuel various psionic powers you have, which are detailed below.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain all expended Psionic Energy Dice when you finish a Long Rest. In addition, as an Action you can regain all expended Psionic Energy Dice once per Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach certain Levels in this class, the size of your Psionic Energy Dice increases: at 5th Level (d8), 11th Level (d10), and 17th Level (d12). The powers below use your Psionic Energy Dice:&lt;br /&gt;
*&#039;&#039;&#039;Protective Field.&#039;&#039;&#039; When you or another creature you can see within 30ft of you takes Damage, you can use your Reaction to expend one Psionic Energy Die, reducing the Damage taken by one roll of you Psionic Energy Die + your Intelligence Modifier, as you create a momentary shield of telekinetic force.&lt;br /&gt;
*&#039;&#039;&#039;Psionic Strike.&#039;&#039;&#039; You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30ft of you with a Weapon Attack, you can expend one Psionic Energy Die, dealing Force Damage to the target of the Attack equal to one roll of your Psionic Energy Die + your Intelligence Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Telekinetic Movement.&#039;&#039;&#039; You can move an object or a creature with your mind. As an Action, you target one loose object that is Large or smaller or one willing creature within 30ft of you that you can see, you can move it up to 30ft to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. You can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. You can expend a Psionic Energy die to use the Action again if you have no uses left.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Telekinetic Adept ====&lt;br /&gt;
&#039;&#039;7th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered new ways to use your telekinetic abilities in the following ways:&lt;br /&gt;
*&#039;&#039;&#039;Psi-Powered Leap.&#039;&#039;&#039; As a Bonus Action, you can propel your body with your mind. You gain a Flying Speed equal to twice your Walking Speed until the end of the current turn. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest, you can spend a Psionic Energy Die to use this Bonus Action if you have no uses remaining.&lt;br /&gt;
:&#039;&#039;&#039;Telekinetic Thrust.&#039;&#039;&#039; When you deal Damage to a target with your Psionic Strike, you can force the target to make a Strength Saving Throw with a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save, the target is knocked Prone and is pushed up to 10ft in any horizontal direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guarded Mind ====&lt;br /&gt;
&#039;&#039;10th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The psionic energy flowing through you has bolstered your mind. You gain Resistance to Psychic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can expend a Psionic Energy Die on your turn to end the Charmed and Frightened Conditions on yourself.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bulwark of Force ====&lt;br /&gt;
&#039;&#039;15th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose a number of creatures equal to your Intelligence Modifier within 30ft of you. Each of the chosen creatures is protected by 1/2 Cover for 1 minute or until you’re Incapacitated. Once you use this feature, you cannot use it until you finish a Long Rest, unless you expend a Psionic Energy Die to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Telekinetic Master ====&lt;br /&gt;
&#039;&#039;18th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis Spell, requiring no Components, using Intelligence as your Spellcasting Ability. On each of your turns while you Concentrate on this Spell, including the turn when you cast it, you can make a single Weapon Attack as a Bonus Action. Once you cast the Spell with this feature, you can’t do so again until you finish a Long Rest, unless you expend a Psionic Energy Die to cast it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rune Knight&#039;s League ==&lt;br /&gt;
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiencies ====&lt;br /&gt;
&#039;&#039;3rd Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At 3rd level, you gain Proficiency with Smith’s Tools, and you learn to speak, read, and write Giant.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rune Carver ====&lt;br /&gt;
&#039;&#039;3rd Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use magic runes to enhance your gear. You learn two Runes of your choice described at the end of this subclass. You learn an additional Rune at 7th, 10th, 15th, and 18th Level in this class. If a Rune has a Level requirement, you must be at least that Level in this class to learn the Rune.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you finish a Long Rest, you can touch a number of objects equal to the number of Runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your Rune remains on an object until you finish a Long Rest, and an object can bear only one of your Runes at a time. If a Rune requires a Saving Throw, your Rune Save DC equals 8 + your Constitution Modifier + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Giant’s Might ====&lt;br /&gt;
&#039;&#039;3rd Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned how to imbue yourself with the might of giants. As a Bonus Action, you magically gain the following benefits, which last for 1 minute:&lt;br /&gt;
*If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If you lack the room to become Large, your size doesn’t change.&lt;br /&gt;
*You have Advantage on Strength Checks and Saving Throws.&lt;br /&gt;
*Once on each of your turns, one of your Weapon Attacks deals an additional 1d6 Damage.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses of it when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Runic Shield ====&lt;br /&gt;
&#039;&#039;7th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60ft of you is hit by an Attack Roll, you can use your Reaction to force the attacker to reroll the d20 and use the new roll.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Great Stature ====&lt;br /&gt;
&#039;&#039;10th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while your Giant&#039;s Might is active and you hit on a Weapon Attack, you roll the Weapon&#039;s Damage Die an additional time and add it to the Damage Roll. Also the extra damage you deal with the Giant’s Might feature increases to 2d8&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master of Runes ====&lt;br /&gt;
&#039;&#039;15th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can invoke each Rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Runic Juggernaut ====&lt;br /&gt;
&#039;&#039;18th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 3d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 10ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Runes ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Rune Knight&#039;s League Feature Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cloud Rune.&#039;&#039;&#039; This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Dexterity (Sleight of Hand) Checks and Charisma (Deception) Checks.&lt;br /&gt;
:In addition, when you or a creature you can see within 30ft of you is hit by an Attack, you can use your Reaction to invoke the Rune and choose a different creature within 30ft of you. The chosen creature becomes the target of the Attack, using the same roll. This magic can transfer the Attack’s effects regardless of the Attack’s Range. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Fire Rune.&#039;&#039;&#039; This Rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this Rune, you have Expertise in all Tools you had Proficiency in.&lt;br /&gt;
:In addition, when you hit a creature with a Weapon Attack, you can invoke the Rune to summon fiery shackles, causing the Attack to deal an additional 2d6 Fire Damage, and the target must succeed on a Strength Saving Throw or be Restrained for 1 minute. While Restrained by the shackles, the target takes 2d6 Fire Damage at the start of each of its turns. The target can repeat the Saving Throw at the end of each of its turns, banishing the shackles on a successful Save. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Frost Rune.&#039;&#039;&#039; This Rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Animal Handling) Checks and Charisma (Intimidation) Checks.&lt;br /&gt;
:In addition, you can invoke the Rune as a Bonus Action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all Ability Checks and Saving Throws that use Strength or Constitution. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Stone Rune.&#039;&#039;&#039; This Rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Insight) Checks, and you have Darkvision out to a range of 120ft.&lt;br /&gt;
:In addition, when a creature you can see ends its turn within 30ft of you, you can use your Reaction to invoke the Rune and force the creature to make a Wisdom Saving Throw. On a failed Save, the creature is Charmed by you for 1 minute. While Charmed in this way, the target&#039;s Speed is reduced to 0 and it is Incapacitated, descending into a dreamy stupor. The creature repeats the Saving Throw at the end of each of its turns, ending the effect on a success. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Hill Rune (7th Level or Higher).&#039;&#039;&#039; This Rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this Rune, you have Advantage on Saving Throws against being Poisoned, and you have Resistance against Poison Damage.&lt;br /&gt;
:In addition, you can invoke the Rune as a Bonus Action, gaining Resistance to Bludgeoning, Piercing, and Slashing Damage for 1 minute. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Storm Rune (7th Level or Higher).&#039;&#039;&#039; Using this Rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this Rune, you have Advantage on Intelligence (Arcana) Checks, and you can’t be Surprised as long as you aren’t Incapacitated.&lt;br /&gt;
:In addition, you can invoke the Rune as a Bonus Action to enter a prophetic state for 1 minute or until you’re Incapacitated. Until the state ends, when you or another creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to give the roll Advantage or Disadvantage (your choice). Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Samurai&#039;s League ==&lt;br /&gt;
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiency ====&lt;br /&gt;
&#039;&#039;3rd Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in two of the following Skills of your choice: History, Insight, Performance, or Persuasion. You also learn one Language of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Spirit ====&lt;br /&gt;
&#039;&#039;3rd Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your intensity in battle can shield you and help you strike true. As a Bonus Action you can give yourself Advantage on Weapon Attacks until the end of the current turn. When you do so, you also gain 5 Temporary Hit Points.&amp;lt;br&amp;gt;&lt;br /&gt;
The number of Temporary Hit Points increases when you reach certain Levels in this class, increasing to 10 at 10th Level and 15 at 15th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elegant Courtier ====&lt;br /&gt;
&#039;&#039;7th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) Check, you gain a Bonus to the Check equal to your Wisdom Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
Your self-control also causes you to gain Proficiency in Wisdom Saving Throws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless Spirit ====&lt;br /&gt;
&#039;&#039;10th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you end your turn without taking the Attack Action, you regain a use of your Fighting Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rapid Strike ====&lt;br /&gt;
&#039;&#039;15th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to trade accuracy for swift strikes. If you make a Weapon Attack with Advantage, you can forgo the Advantage for that Attack to make an additional Weapon Attack against the target of that Attack. You cannot do this more than once per turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strength Before Death ====&lt;br /&gt;
&#039;&#039;18th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your fighting spirit can delay the grasp of death. If you take would fall Unconscious from dropping to 0 Hit Points, you can use use your Reaction to delay falling Unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 Hit Points during that extra turn, taking damage causes Death Saving Throw failures as normal, and three Death Saving Throw failures can still kill you. When the extra turn ends, you fall Unconscious if you still have 0 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Steel Hawk&#039;s League ==&lt;br /&gt;
Powerful, nimble soldiers, Steel Hawks use explosive bursts of speed to launch themselves great distances in order to reach faraway threats. Despite their often heavy armor, those who follow this archetype leap and strike with the agility of seasoned assassins, becoming every inch the fearsome birds of prey their name would suggest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Launch ====&lt;br /&gt;
&#039;&#039;3rd Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to magically launch yourself with a mighty leap. While standing on a solid surface, you can use a Bonus Action to leap 15ft in any direction. When you reach 7th Level in this class, the leap’s distance becomes 30ft.&amp;lt;br&amp;gt;&lt;br /&gt;
You can’t use this feature if your Speed is 0, and if you leap completely horizontally, you still leap 1ft off the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
Leaping in this way doesn’t Provoke Opportunity Attacks, and if you fall immediately after using this leap, you can subtract up to 30ft from the fall when calculating Fall Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Leaping in this way can also strengthen your strikes by using the force of your momentum. If you make a Melee Weapon Attack during or immediately before or after this leap, you have Advantage on the Attack Roll and it deals an additional 1d8 Damage. At 10th Level, this extra Damage becomes 1d10, and at 18th Level, it becomes 1d12.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lancer ====&lt;br /&gt;
&#039;&#039;3rd Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are remarkably light on your feet and capable of counterbalancing even some of the most awkward of equipment. Lances have the Versatile property for you while you’re not mounted, dealing 1d8 Piercing Damage when held with one hand and 1d12 Piercing Damage when wielded with two hands. When you use your Launch and hit with a Melee Weapon Attack while wielding a Lance with one hand during or immediately before or after that leap, it counts as if you’re wielding it with two hands.&amp;lt;br&amp;gt;&lt;br /&gt;
Immediately before you make an Attack against a creature within 5ft of you using a Lance, you can move up to 5ft away from it, without provoking Opportunity Attacks from the target. You must be standing and have movement remaining in order to move in this way.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Bird Caller ====&lt;br /&gt;
&#039;&#039;3rd Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to identify common birds by their calls, and you have Advantage on Wisdom (Animal Handling) Checks when interacting with any beast that has an innate Flying Speed. In addition, you gain the ability to cast the Animal Messenger Spell, but only as a Ritual, and only targeting a Beast that has an innate Flying Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Steel Grace ====&lt;br /&gt;
&#039;&#039;7th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Wearing armor doesn’t impose Disadvantage on your Dexterity (Stealth) Checks. In addition, whenever you make a Dexterity Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you can use your Launch as a Reaction. When you do so, you take no Damage on a successful Save, and only half Damage on a failed Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eagle Eye ====&lt;br /&gt;
&#039;&#039;10th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack made during or immediately before or after or your Launch has its Crit Range increased by 1. If you hit a flying creature with this Attack, it must also make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failed Save, the target&#039;s Speed is reduced to 0 until the start of its next turn and it falls to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you gain Proficiency and Expertise in Perception.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Predatory Lance ====&lt;br /&gt;
&#039;&#039;15th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on Initiative Rolls, and when you roll Initiative you can use your Launch as a Free Action without expending a use of the feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Launch ====&lt;br /&gt;
&#039;&#039;18th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack immediately after, before, or during your Launch, it must also succeed on a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you can push yourself beyond your normal limits when you use your Launch. When you do, your leap can total a maximum of 120ft, instead of 30ft, and you don’t suffer any Damage from falling after the leap. Additionally, you deal twice as much Damage to any creatures you Attack during this Launch. However, after you use this enhanced Launch, you suffer one level of Exhaustion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Fighter&amp;diff=1645</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Fighter&amp;diff=1645"/>
		<updated>2022-11-21T02:19:58Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fighter =&lt;br /&gt;
A Triton in clanging plate armor holds her shield before her as she runs toward the massed zombies. An Otterfolk behind her, clad in studded leather armor, peppers the zombies with arrows loosed from his exquisite bow. The Treant nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Kalashtari in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a Grung in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.&amp;lt;br&amp;gt;&lt;br /&gt;
All of these heroes are fighters, perhaps the most diverse adventurer. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Fighting Style, Second Wind || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Action Surge || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Martial League || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Extra Attack || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Ability Score Improvement || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || Martial League Feature || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || Indomitable (Once) || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Martial League Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Extra Attack || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || Indomitable (Twice) || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Ability Score Improvement || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || Martial League Feature || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || Endless Action, Indomitable (Thrice) || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Martial League Feature || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Extra Attack || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d10 per Fighter Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 10 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d10 (or 6) + your Constitution Modifier per Fighter Level after 1st.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, Heavy Armor, and Shields.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Constitution.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; Chain Mail or Leather and a Longbow, a Round Shield or a Simple Weapon or a Martial Weapon, a Simple Weapon or a Martial Weapon, a Light Crossbow or two Handaxes, and one Equipment Pack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Style ====&lt;br /&gt;
&#039;&#039;1st Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing Armor, you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Great Weapon Fighting.&#039;&#039;&#039; When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.&lt;br /&gt;
*&#039;&#039;&#039;Improvised Fighting.&#039;&#039;&#039; You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.&lt;br /&gt;
*&#039;&#039;&#039;Interception.&#039;&#039;&#039; When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.&lt;br /&gt;
*&#039;&#039;&#039;Pit Fighting.&#039;&#039;&#039; You have trained to fight with obscure, and underrated weapons, gaining the following weapons:&lt;br /&gt;
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.&lt;br /&gt;
:*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.&lt;br /&gt;
:*For you, Nets now deal 1d6 Bludgeoning Damage.&lt;br /&gt;
:*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that Attack.&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Strongbow.&#039;&#039;&#039; You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter Level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Action Surge ====&lt;br /&gt;
&#039;&#039;2nd Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action. You can use this feature no more than once on each of your turns, and can use it a total number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Martial League ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the following Martial Leagues that you strive to emulate in your combat styles and techniques.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Martial Leagues&lt;br /&gt;
|-&lt;br /&gt;
! Martial League !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Archer&#039;s League || 3 || You use various magical shots to strike down your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || 2 || You inspire your allies as you lead the charge in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Barrier&#039;s League || 3 || You grow a coral coating of armor as you embody the tides.&lt;br /&gt;
|-&lt;br /&gt;
| Battle Master&#039;s League || 3 || You use a variety of maneuvers to tactically gain control of the battlefield.&lt;br /&gt;
|-&lt;br /&gt;
| Cavalier&#039;s League || 2 || You charge hold the line, marking, warding, and showing your wrath to anyone who comes close to breaking through.&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || 1 || You become an insurmountable force in combat due to your pure martial prowess.&lt;br /&gt;
|-&lt;br /&gt;
| Echo Knight&#039;s League || 4 || You summon copies of yourself from potential timelines to distract your enemies and to strike them down.&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Knight&#039;s League || 4 || You harness magic channeled through your blades to crush your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Meteor Knight&#039;s League || 3 || You use graviturgy magic to fire projectiles at nearby foes.&lt;br /&gt;
|-&lt;br /&gt;
| Minuteman&#039;s League || 2 || You become an expert at leveraging every advantage you can to gain the upper-hand.&lt;br /&gt;
|-&lt;br /&gt;
| Psi Warrior&#039;s League || 4 || You use your psionic powers to guard your allies and smite your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Rune Knight&#039;s League || 4 || You harness the runes of giants to enchant your weapons and armor while embodying their size.&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || 2 || You masterfully command your will to grow your strength and vitality in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Steel Hawk&#039;s League || 3 || You launch yourself through the air at your foes while expertly wielding lances.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
&#039;&#039;4th, 6th, 8th, 12th, 14th, 16th, and 19th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th, 11th, and 20th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can perform an additional Attack as part of the Attack Action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indomitable ====&lt;br /&gt;
&#039;&#039;9th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Beginning at 9th level, when you fail a Saving Throw, you can choose to succeed instead. Once you use this feature, you cannot do so again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
At certain Levels in this class you can use this feature more times, you can use its twice between Long Rests at 13th Level, and three times between Long Rests at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Endless Action ====&lt;br /&gt;
&#039;&#039;17th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Also at 17th level, Instead of being able to use Action Surge a number of times equal to your Proficiency Bonus between Long Rests, you can now use it a number of times equal to twice your Proficiency Bonus between Long Rests.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Martial Leagues =&lt;br /&gt;
== Arcane Archer&#039;s League ==&lt;br /&gt;
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Archer Lore ====&lt;br /&gt;
&#039;&#039;3rd Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn magical theory or some of the secrets of nature. You gain Proficiency in either the Arcana or the Nature skill (your choice), and you learn the Prestidigitation and the Druidcraft cantrips.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Shot ====&lt;br /&gt;
&#039;&#039;3rd Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice detailed at the end of this subclass.&amp;lt;br&amp;gt;&lt;br /&gt;
When you make an Attack with a Ranged Weapon, as part of that Attack, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses of it when you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th Level. Each option also improves when you reach 18th Level in this class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magic Arrow ====&lt;br /&gt;
&#039;&#039;7th Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to infuse your attacks with magic. Your Ranged Weapon Attacks count as Magical for the purpose of overcoming Resistance and Immunity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curving Shot ====&lt;br /&gt;
&#039;&#039;7th Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to direct an errant arrow toward a new target. When you make an Attack Roll with a Ranged Weapon Attack and miss, you can use a Bonus Action to reroll the Attack Roll against a different target within 60ft of the original target.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ever-Ready Shot ====&lt;br /&gt;
&#039;&#039;15th Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your magical archery is available constantly. Whenever you end your turn without taking the Attack Action, you regain one use of your Arcane Shot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Shot Options ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Arcane Archer&#039;s League Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
All Arcane Shots are magical effects. If an option requires a Saving Throw it uses your Shot Save DC which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus.&lt;br /&gt;
*&#039;&#039;&#039;Banishing Arrow.&#039;&#039;&#039; You use abjuration magic to try to temporarily banish your target to a harmless demi-plane. The creature hit by the Attack must also succeed on a Charisma Saving Throw or be banished. While banished in this way, the target’s Speed is 0, and it is Incapacitated. At the end of its next turn, the target reappears in the space it previously occupied or in the nearest unoccupied space if that space is occupied. After you reach 18th Level in this class, the target also takes 2d6 Force Damage when the Attack hits it.&lt;br /&gt;
*&#039;&#039;&#039;Beguiling Arrow.&#039;&#039;&#039; Your enchantment magic causes this attack to temporarily beguile its target. The creature hit by the Attack takes an extra 2d6 Psychic Damage, you then choose one creature within 30ft of the target. The target must succeed on a Wisdom Saving Throw, or be Charmed by the chosen creature until the start of your next turn. This effect ends early if the chosen creature attacks the Charmed creature, deals Damage to it, or forces it to make a Saving Throw. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Bursting Arrow.&#039;&#039;&#039; You imbue your arrow with force energy. Immediately after the Attack hits the creature, the target and all other creatures within 10ft of it take 2d6 Force Damage each. The Force Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Enfeebling Arrow.&#039;&#039;&#039; You weave necromantic magic into your attack. The creature hit by the Attack takes an extra 2d6 Necrotic Damage. The target must also succeed on a Constitution Saving Throw, on a failed Save, the target&#039;s Damage dealt by its Weapon Attacks is halved until the start of your next turn. The Necrotic Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Grasping Arrow.&#039;&#039;&#039; When this attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the Attack takes an extra 2d6 Poison Damage, its Speed is reduced by 10ft, and it takes 2d6 Slashing Damage the first time it moves on each of its turns. The target or any creature that can reach it can use its Action to remove the brambles with a successful Strength (Athletics) Check against your Shot Save DC. Otherwise, the brambles last for 1 minute or until you use this Arcane Shot again. The Poison Damage and Slashing damage both increase to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Piercing Arrow.&#039;&#039;&#039; You use transmutation magic to give your attack an ethereal quality. When you use this Arcane Shot, you don’t make an Attack Roll for the Attack. Instead, the arrow shoots forward in a 1x30ft Emanated Line, before disappearing. The Attack passes harmlessly through objects, ignoring Cover. Each creature in that line must make a Dexterity Saving Throw. On a failed Save, a creature takes Damage as if it were hit by the Attack, plus an extra 1d6 Piercing Damage. On a successful Save, a target takes half as much Damage. The Piercing Damage increases to 2d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Seeking Arrow.&#039;&#039;&#039; Using divination magic, you grant your attack the ability to seek out a target. When you use this Arcane Shot, you don’t make an Attack Roll for this Arcane Shot. Instead, choose one creature you have seen in the past minute. The attack flies toward that creature, moving around corners if necessary and ignoring 3/4 Cover and 1/2 Cover. If the target is within the Weapon’s Range and there is a path large enough for the attack to travel to the target, the target must make a Dexterity Saving Throw. Otherwise, the Weapon or Ammunition reappears in one of your free hands, at your feet, or in a storage container after traveling as far as it can. On a failed Save, the target takes Damage as if it were hit by the Attack, plus an extra 1d6 Force Damage, and you learn the target’s current location. On a successful Save, the target takes half as much Damage, and you don’t learn its location. The Force Damage increases to 2d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Arrow.&#039;&#039;&#039; You weave illusion magic into your arrow, causing it to obscure your foe’s vision with shadows. The creature hit by the Attack takes an extra 2d6 Psychic Damage, and it must succeed on a Wisdom Saving Throw or be unable to see anything farther than 5ft away from itself until the start of your next turn. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Banneret&#039;s League ==&lt;br /&gt;
Pledged to protect the crown, Banneret Fighters take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.&amp;lt;br&amp;gt;&lt;br /&gt;
A Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.&amp;lt;br&amp;gt;&lt;br /&gt;
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rallying Cry ====&lt;br /&gt;
&#039;&#039;3rd Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to inspire your allies to fight on past their injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Second Wind, all creatures of your choice within 60ft of you regain a number of Hit Points equal to your Fighter Level + your Charisma Modifier and have Advantage on their next Attack Roll before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Royal Envoy ====&lt;br /&gt;
&#039;&#039;3rd Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A Banneret serves as an envoy of the crown. Knights of high standing are expected to conduct themselves with grace. You gain Proficiency and Expertise in the Persuasion Skill as well as one of the following Skills of your choice: Animal Handling, Insight, Intimidation, or Performance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Resolute Will ====&lt;br /&gt;
&#039;&#039;7th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are a steadfast rock in the face of danger. While you are not Incapacitated, you and all creatures of your choice within 30ft of you have Advantage on Saving Throws against and on ending the Frightened Condition. Additionally, you can use an Action to end the Frightened Condition on yourself or a creature within 30ft of you. When you attempt to end the Frightened Condition on a creature other than yourself, you must make a Charisma (Persuasion) Check against the DC of the initial Save made to resist the Frightened Condition. If there was no initial Saving Throw to resist there Frightened Condition, then this feature cannot be used to end the Condition on another creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inspiring Surge ====&lt;br /&gt;
&#039;&#039;10th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Action Surge, you can choose up to two creatures of your choice within 60ft of you that can see or hear you. Each of those creatures can use their Reaction to immediately move up to their Speed and take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bulwark ====&lt;br /&gt;
&#039;&#039;15th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When friendly creatures within 30ft of you are forced to make a Saving Throw, you can use your Reaction to grant that creature Advantage on the Saving Throw. You can give this benefit to a number of creatures equal to your Charisma modifier. If a creature would take Damage from failing the Save and half as much from succeeding the Save, the creature&#039;s you give Advantage only take half Damage on a failed Save and take no Damage on a successful Save. Once you use this feature you cannot use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lead the Charge ====&lt;br /&gt;
&#039;&#039;18th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are a leader from the front lines, inspiring your allies to continue the fight. You can use a Bonus Action on your turn to grant a creature within 60ft of you that can see or hear you Temporary Hit Points equal to 5 + your Charisma Modifier and Advantage on their next Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Barrier&#039;s League ==&lt;br /&gt;
Warriors who draw power from the tropical waters, Barriers harness the primal magic of the reef to don a spiked armor made of living creatures. Because of their connection to the natural world and potent martial prowess, Barriers are commonly fielded as champions and defenders among coastal cultures for their unbreakable endurance and ability to defend their companions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mantle of Coral ====&lt;br /&gt;
&#039;&#039;3rd Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action on your turn to create a suit of magical living Armor around you, which lasts for 1 minute. You can create this Armor on top of any existing Armor you are wearing. While you have this Armor, you gain the following benefits:&lt;br /&gt;
*Your AC can’t be less than 16.&lt;br /&gt;
*If a creature within 5ft of you hits you with a Melee Attack, that creature takes 1d4 Magical Piercing Damage. The first time a creature takes this Damage on a turn, its Speed is reduced by 10ft until the end of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expel Toxin ====&lt;br /&gt;
&#039;&#039;3rd Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You take on the natural healing properties of coral, and can use it to expel yourself of poisons. When you use your Second Wind while your Mantle of Coral is active, your Armor deals an additional 1d6 Poison Damage until the end of your next turn, and you become cured of one Disease or Poison affecting you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fed by the Sun ====&lt;br /&gt;
&#039;&#039;7th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can draw upon the light of the sun to nourish and sustain yourself. If you spend 1 hour in bright sunlight, you regain Hit Points equal to your Constitution Modifier, and gain enough nourishment to sustain yourself for one day.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== One With The Waves ====&lt;br /&gt;
&#039;&#039;7th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You become attuned to the seas from which you draw your power from. You gain the ability to breathe underwater and you gain a Swimming Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bristling Defense ====&lt;br /&gt;
&#039;&#039;10th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature that you can see hits you with a Melee Attack while your Mantle of Coral is active, you can use your Reaction to conjure bristling spines from your Armor. When you do this, you halve the Attack’s Damage, and the attacker takes additional Magical Piercing Damage equal to your Fighter Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tactically Blank Mind ====&lt;br /&gt;
&#039;&#039;15th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can cause your mind to become barely sentient or active as is the case in actual coral. When you use your Mantle of Coral, you can choose to lose your Intelligence, Wisdom, and Charisma Scores while that use of your Mantle of Coral is active. While in this state, you cannot willingly make Intelligence, Wisdom, or Charisma Checks, and any effect that would force you to make an Intelligence, Wisdom, or Charisma Saving Throw or Check has no affect on you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Barrier Reef ====&lt;br /&gt;
&#039;&#039;18th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Mantle of Coral increases in potency and protective power. When you activate your Mantle of Coral, you gain Temporary Hit Points equal to your Fighter Level, which last until your Mantle of Coral ends. Additionally, the Piercing Damage dealt by your Mantle of Coral increases to 2d6, and a creature that takes this Damage has its Speed reduced to 0 until the end of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, your Mantle of Coral and Bristling Defense Features now also effect Ranged Attacks instead of just Melee Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battle Master&#039;s League ==&lt;br /&gt;
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Superiority ====&lt;br /&gt;
&#039;&#039;3rd Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn maneuvers that are fueled by special dice called Superiority Dice.&lt;br /&gt;
*&#039;&#039;&#039;Maneuvers.&#039;&#039;&#039; You learn three Maneuvers of your choice, which are detailed at the end of this subclass. Many Maneuvers enhance an attack in some way. You can use only one Maneuver per Attack. You learn two additional Maneuvers of your choice at 7th, 10th, 15th, and 18th Level.&lt;br /&gt;
*&#039;&#039;&#039;Superiority Dice.&#039;&#039;&#039; You have a number of Superiority Dice, which are d8s, equal to four times your Proficiency Bonus. You regain all of your expended Superiority Dice when you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws.&#039;&#039;&#039; Any Ability Check or Saving Throw required by your Maneuvers uses your Maneuver Save DC which has a DC of 8 + your Strength or Dexterity Modifier (whichever is higher) + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Student of War ====&lt;br /&gt;
&#039;&#039;3rd Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in History and one type of Artisan’s Tools of your choice. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Know Your Enemy ====&lt;br /&gt;
&#039;&#039;7th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend at least 1 minute observing or interacting with another creature outside combat, or as an Action in combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:&lt;br /&gt;
*One of the target&#039;s Ability Scores&lt;br /&gt;
*The target&#039;s Armor Class&lt;br /&gt;
*The target&#039;s current and maximum Hit Points as well as any Temporary Hit Points it may have.&lt;br /&gt;
*The target&#039;s total class Levels (if any).&lt;br /&gt;
*The target&#039;s total Fighter class Levels (if any).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Combat Superiority ====&lt;br /&gt;
&#039;&#039;10th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Superiority Dice are now d10s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Relentless ====&lt;br /&gt;
&#039;&#039;15th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn if you have no Superiority Dice left, you regain two expended Superiority Dice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Combat Superiority ====&lt;br /&gt;
&#039;&#039;18th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Superiority Dice are now d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maneuvers ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Battle Master&#039;s League Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ambush.&#039;&#039;&#039; When you make a Dexterity (Stealth) Check or an Initiative Roll, you can expend one Superiority Die and add the die to the result.&lt;br /&gt;
*&#039;&#039;&#039;Bait and Switch.&#039;&#039;&#039; When you’re within 5ft of a creature on your turn, you can expend one Superiority Die and 5ft of movement and switch places with that creature, provided you spend at least 5ft of movement and the creature is willing and isn’t Incapacitated. This movement doesn’t provoke Opportunity Attacks. Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.&lt;br /&gt;
*&#039;&#039;&#039;Brace.&#039;&#039;&#039; When a creature you can see moves into your Reach while you are wielding a Melee Weapon, you can use your Reaction to expend one Superiority Die and make a single Melee Weapon Attack against that creature. If the attack hits, add the Superiority Die to the Weapon’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Commander’s Strike.&#039;&#039;&#039; When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do, choose one creature that can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one Weapon Attack, adding the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Commanding Presence.&#039;&#039;&#039; When you make a Charisma or Strength (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) Check, you can expend one Superiority Die and add the Superiority Die to the ability check.&lt;br /&gt;
*&#039;&#039;&#039;Disarming Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the Superiority Die to the Attack’s Damage Roll, and the target must make a Strength Saving Throw. On a failed Save, the target drops the object you choose. The object lands at the creature&#039;s feet.&lt;br /&gt;
*&#039;&#039;&#039;Distracting Strike.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to distract the creature, giving your allies an opening. You add the Superiority Die to the Attack’s Damage Roll. The next Attack Roll made against the target by a creature other than you before the start of your next turn has Advantage.&lt;br /&gt;
*&#039;&#039;&#039;Evasive Footwork.&#039;&#039;&#039; When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.&lt;br /&gt;
*&#039;&#039;&#039;Feinting Attack.&#039;&#039;&#039; You can expend one Superiority Die as a Bonus Action and choose one creature within 5ft of you. You have Advantage on your next Attack Roll against that creature this turn. If that Attack hits, add the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Goading Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to goad the target into attacking you. You add the Superiority Die to the Attack’s Damage Roll and forge the target to make a Wisdom Saving Throw. On a failed Save, the target has Disadvantage on all Attack Rolls against targets other than you until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Grappling Strike.&#039;&#039;&#039; Immediately after you hit a creature with a Melee Attack on your turn, you can expend one Superiority Die and make a Grapple Attack as a Free Action, adding the Superiority Die to your Strength (Athletics) Check.&lt;br /&gt;
*&#039;&#039;&#039;Lunging Attack.&#039;&#039;&#039; When you make a Melee Weapon Attack on your turn, you can expend one Superiority Die to increase your Reach for that Attack by 5ft. If you hit, you add the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Maneuvering Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to maneuver one of your comrades into a more advantageous position. You add the Superiority Die to the Attack’s Damage Roll and you choose a creature that can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking Opportunity Attacks from the target of your attack.&lt;br /&gt;
*&#039;&#039;&#039;Menacing Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to frighten the target. You add the Superiority Die to the Attack’s Damage Roll, and the target must make a Wisdom Saving Throw. On a failed Save, it is Frightened of you until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When another creature deals Damage to you with a Melee Attack, you can use your Reaction and expend one Superiority Die to reduce the Damage dealt by the number you rolled on your Superiority Die + your Dexterity Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Precision Attack.&#039;&#039;&#039; When you miss on a Weapon Attack, you can expend one Superiority Die to add it to the Attack Roll.&lt;br /&gt;
*&#039;&#039;&#039;Pushing Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to drive the target back. You add the Superiority Die to the Attack’s Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you push the target up to 15ft away from you.&lt;br /&gt;
*&#039;&#039;&#039;Quick Toss.&#039;&#039;&#039; As a Bonus Action you can expend one Superiority Die and make a Ranged Attack with a Thrown Weapon. You can draw the Weapon as part the Attack. If you hit, you add the Superiority Die to the Weapon’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Rally.&#039;&#039;&#039; As a Bonus Action you can expend one Superiority Die to bolster the resolve of one of your companions. When you do so, choose a willing creature that can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die Roll + your Charisma Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Riposte.&#039;&#039;&#039; When a creature misses you with a Melee Attack, you can use your Reaction and expend one Superiority Die to make a Melee Weapon Attack against the creature. If you hit, you add the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Sweeping Attack.&#039;&#039;&#039; When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Assessment.&#039;&#039;&#039; When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one Superiority Die and add the Superiority Die to the Ability Check.&lt;br /&gt;
*&#039;&#039;&#039;Trip Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to knock the target down. You add the Superiority Die to the Attack’s Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you knock the target Prone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cavalier&#039;s League ==&lt;br /&gt;
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiency ====&lt;br /&gt;
&#039;&#039;3rd Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in one of the following Skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Additionally, you learn one Language of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Born to the Saddle ====&lt;br /&gt;
&#039;&#039;3rd Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your mastery as a rider becomes apparent. You have Advantage on Saving Throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10ft, you do not fall Prone if you aren&#039;t Incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, mounting or dismounting a creature costs you only 5ft of movement, rather than half your Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unwavering Mark ====&lt;br /&gt;
&#039;&#039;3rd Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a Melee Weapon Attack, you can mark the creature until the end of your next turn. This mark ends early if you are Incapacitated or you fall Unconscious.&amp;lt;br&amp;gt;&lt;br /&gt;
While the marked creature is within 5ft of you, that creature has Disadvantage on any Attack Roll that doesn’t target you.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, if a creature marked by you deals Damage to any creature other than you, you can make a special Melee Weapon Attack against the marked creature as a Bonus Action on your next turn. You have Advantage on this Attack Roll, and the Attack deals additional Damage equal to half your Fighter Level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can make use this special Attack a number of times equal to your Proficiency Bonus regaining all expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warding Maneuver ====&lt;br /&gt;
&#039;&#039;7th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5ft of you is hit by an Attack, as a Reaction if you are wielding a Melee Weapon or Shield, you add a d8 to the creature&#039;s AC. If the Attack hits, the Attack&#039;s Damage is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hold the Line ====&lt;br /&gt;
&#039;&#039;10th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You become a master of locking down your enemies. Creatures provoke an Opportunity Attack from you when they move 5ft or more while within your Reach. Additionally, if you hit a creature with an Opportunity Attack, the target’s speed is reduced to 0 until the end of the current turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ferocious Charger ====&lt;br /&gt;
&#039;&#039;15th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can run down your foes, whether you’re mounted or not. Once on each of your turns, ff you move at least 10ft in a straight line right before you Hit a creature with a Weapon Attack, that creature must make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vigilant Defender ====&lt;br /&gt;
&#039;&#039;18th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You respond to danger with extraordinary vigilance. Once per turn you can make an Opportunity Attack as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Champion&#039;s League ==&lt;br /&gt;
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Critical ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Crit Range increases by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you hit on an Attack Roll, you can choose to make it a Critical Hit. You can do this a number of times equal to half your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Remarkable Athlete ====&lt;br /&gt;
&#039;&#039;7th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can add half your Proficiency Bonus (rounded up) to any Strength, Dexterity, or Constitution Checks you make that you aren&#039;t Proficient in.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition you gain a Climbing and Swimming Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Additional Fighting Styles ====&lt;br /&gt;
&#039;&#039;10th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt two additional styles of fighting as your specialty. Choose two of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing Armor, you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Great Weapon Fighting.&#039;&#039;&#039; When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.&lt;br /&gt;
*&#039;&#039;&#039;Improvised Fighting.&#039;&#039;&#039; You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.&lt;br /&gt;
*&#039;&#039;&#039;Interception.&#039;&#039;&#039; When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.&lt;br /&gt;
*&#039;&#039;&#039;Pit Fighting.&#039;&#039;&#039; You have trained to fight with obscure, and underrated weapons, gaining the following weapons:&lt;br /&gt;
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.&lt;br /&gt;
:*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.&lt;br /&gt;
:*For you, Nets now deal 1d6 Bludgeoning Damage.&lt;br /&gt;
:*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that Attack.&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Strongbow.&#039;&#039;&#039; You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Superior Critical ====&lt;br /&gt;
&#039;&#039;15th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Crit Range increases by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your Weapon Attacks deal additional Damage equal to your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Survivor ====&lt;br /&gt;
&#039;&#039;18th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain a number of Hit Points equal to 5 + your Constitution Modifier. You don’t gain this benefit if you have 0 Hit Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Echo Knight&#039;s League ==&lt;br /&gt;
A mysterious and feared frontline warrior, the Echo Knight has mastered the art of using Khaagaazh to summon the fading shades of unrealized creation to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Manifest Echo ====&lt;br /&gt;
&#039;&#039;3rd Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to magically manifest an echo of yourself in an unoccupied space you can see within 15ft of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a Free Action, until you manifest another echo, or until you’re Incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Echo has an AC of 14 + your Proficiency Bonus, 1 Hit Point, and Immunity to all Conditions. If it is forced to make a Saving Throw, it uses your Saving Throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30ft in any direction as a Free Action. If your Echo is ever more than 30ft from you at the end of your turn, it is destroyed. You can use the Echo in the following ways:&lt;br /&gt;
*As a Bonus Action, you can teleport, magically swapping places with your Echo by spending 15ft of movement.&lt;br /&gt;
*You can make Attacks as if you were in the Echo&#039;s space.&lt;br /&gt;
*When a creature that you can see within 5ft of your Echo moves at least 5ft away from it, you can use your Reaction to make an Opportunity Attack against that creature as if you were in the Echo’s space.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unleash Incarnation ====&lt;br /&gt;
&#039;&#039;3rd Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can heighten your echo’s fury. Whenever you take the Attack Action, you can make one additional Weapon Attack from the Echo’s space.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Echo Avatar ====&lt;br /&gt;
&#039;&#039;7th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can temporarily transfer your consciousness to your Echo. As an Action, you can see through your Echo’s eyes and hear through its ears. During this time, you are Deafened and Blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time as a Free Action. While your echo is being used in this way, it can be up to 1,000ft away from you without being destroyed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shadow Martyr ====&lt;br /&gt;
&#039;&#039;10th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make your Echo throw itself in front of an Attack directed at another creature that you can see. Before the Attack Roll is made, you can use your Reaction to teleport the Echo to an unoccupied space within 5ft of the targeted creature. The Attack Roll that triggered the Reaction is instead made against your Echo.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Reclaim Potential ====&lt;br /&gt;
&#039;&#039;15th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve learned to absorb the fleeting magic of your Echo. When your Echo is destroyed by taking Damage, you gain a number of Temporary Hit Points equal to 2d6 + your Constitution Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legion of One ====&lt;br /&gt;
&#039;&#039;18th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to create two Echoes with your Manifest Echo feature, these Echoes can coexist. If you try to create a third Echo, the previous two Echoes are destroyed. Anything you can do from one Echo’s position can be done from the other’s instead. In addition, you can use an Action to regain a use of Unleash Incarnation.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eldritch Knight&#039;s League ==&lt;br /&gt;
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
&#039;&#039;3rd Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; An Arcane Focus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; You start knowing 3 Spells from the Wizard Spell List, two of which must be from the Evocation or Abjuration Schools. You learn additional Spells from the Wizard Spell List which can only be learnt from the Evocation or Abjuration Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spells known and spell slots per Level&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 2 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 2 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 2 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 2 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 2 || 5 || 4 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 2 || 6 || 4 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 2 || 6 || 4 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 3 || 7 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 3 || 8 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 3 || 8 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 3 || 9 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 3 || 10 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 3 || 10 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 3 || 11 || 4 || 3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 3 || 11 || 4 || 3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 3 || 11 || 4 || 3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3 || 12 || 4 || 3 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 3 || 13 || 4 || 3 || 3 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weapon Bond ====&lt;br /&gt;
&#039;&#039;3rd Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn a ritual that creates a magical bond between yourself and one Weapon. You perform the ritual over the course of 1 hour, which can be done during a Long Rest. The Weapon must be within your reach throughout the ritual, at the conclusion of which you touch the Weapon and forge the bond.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have bonded a Weapon to yourself, you can’t be disarmed of that Weapon unless you are Incapacitated. You can summon that Weapon as a Bonus Action on your turn, causing it to teleport instantly to your hand.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have a number of bonded Weapons equal to your Proficiency Bonus, if you attempt to bond to a Weapon that would exceed your maximum Bonded Weapons, you must break the bond with one of your other Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Bonded Weapon can also be used as your Spellcasting Focus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== War Magic ====&lt;br /&gt;
&#039;&#039;7th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Action to cast a Cantrip, you can make one Weapon Attack as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Strike ====&lt;br /&gt;
&#039;&#039;10th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to make your Weapon&#039;s strikes undercut a creature’s resistance to your spells. When you hit a creature with a Weapon Attack, that creature has Disadvantage on the next Saving Throw it makes against a Spell you cast before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Charge ====&lt;br /&gt;
&#039;&#039;15th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to teleport up to 30ft to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved War Magic ====&lt;br /&gt;
&#039;&#039;18th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Action to cast a Spell, you can make a single Weapon Attack as a Bonus Action. Additionally, when you use an Action to cast a Cantrip, you can make two Weapon Attacks as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Meteor Knight&#039;s League ==&lt;br /&gt;
Some Fighters are naturally in tune with Graviturgy Magic, but do not posses the desire or power to become full fledged Graviturgy Wizards, instead using their skills as Fighters to harness this power. These Fighters become Meteor Knights.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Satellite Mastery ====&lt;br /&gt;
&#039;&#039;3rd Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically bind a number of missiles to you up to your Proficiency Bonus. You can bind a missile, such as a Dart, Sling Bullet, Crossbow bolt, or similar object to you using an Action. You must be touching the object to bind it. If you bind another missile when you already have the maximum number bound to you, a different missile of your choice ceases to be bound. A bound missile is called a Satellite.&amp;lt;br&amp;gt;&lt;br /&gt;
You can mentally command any number of Satellites to hover and orbit around your body or drop into your hand, quiver, or similar container. Doing so can be done as an Object Interaction.&amp;lt;br&amp;gt;&lt;br /&gt;
While you have at least one Satellite orbiting you, you can use a Bonus Action to make a Ranged Spell Attack with it, sending it magically hurtling toward a target that you can see within 30ft of you. Intelligence is your Ability Modifier for this Attack, and you are Proficient with it.&amp;lt;br&amp;gt;&lt;br /&gt;
On a hit, the Satellite deals Bludgeoning or Piercing damage (depending on the shape of the missile) equal to 1d4 + your Intelligence Modifier. Being within 5ft of a hostile creature doesn’t impose Disadvantage on this Attack.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 10th Level in this class, the range of this Spell Attack increases to 60ft.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use an Action to cause all Satellites within 120ft of you to return to you, flying back into your orbit or into your open hand or similar container you are carrying (your choice). When these satellites return to you, they fly in the most direct route to do so, weaving around corners, walls, and objects in their way to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
Any creatures your Satellites pass through must make a Dexterity Saving Throw, taking your Satellite&#039;s damage on a failed Save, but stopping the Satellite&#039;s flight, dropping to the ground and not returning to you. On a successful Save, the creature takes no damage and the Satellite keeps flying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Damage of your satellites increases when you reach certain Levels in this class: 10th Level (2d4) and 18th Level (3d4).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Reduce Gravity ====&lt;br /&gt;
&#039;&#039;3rd Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can cause the pull of gravity on you to lessen. You learn the Feather Fall and Jump Spells. At 10th Level in this class, you also learn the Levitate Spell. When you cast one of these Spells, you can target only yourself, and the Spell doesn’t require Material Components.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast each of these Spells once with this feature, and once you cast a Spell in this way, you can’t do so again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 15th Level in this class, you can cast the Feather Fall and Jump Spells in this way at will. Intelligence is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Course Correct ====&lt;br /&gt;
&#039;&#039;7th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your control over your bound missiles can be exerted over others that come near you. When a launched missile (that’s light enough to be a satellite for you) comes within 10ft of you, you can use your Reaction to attempt to alter its course or ensnare it, making a contested Intelligence Check against the original Attack Roll, adding your Proficiency Bonus to the Check. On a success, you can choose a new target for the Attack within 10ft of the original one, using the original Attack Roll to determine whether or not it hits the new target. Alternatively, on a success, you can cause the missile to become a Satellite for you, ending your control over another satellite if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Satellite Mastery ====&lt;br /&gt;
&#039;&#039;10th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can return a Satellite to your orbit when it misses its mark. Once on each of your turns when you miss with a Ranged Spell Attack using a Satellite, you can cause it to immediately fly back and return to your orbit. In addition, all Satellites within 120ft of you return to your orbit when you use your Action Surge. They return to your orbit either before or after the additional Action.&amp;lt;br&amp;gt;&lt;br /&gt;
When Satellites fly back to your in either of these ways, they follow the same rules as described in your Satellite Mastery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Increase Gravity ====&lt;br /&gt;
&#039;&#039;15th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve learned how to briefly adjust the way that gravity affects you, increasing your sturdiness and reducing that of your enemies. You have Advantage on any Ability Check or Saving Throw you make to resist being pushed, pulled, or knocked Prone. In addition, when you take the Shove Action, you add your Intelligence Modifier to the Ability check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Satellite Barrage ====&lt;br /&gt;
&#039;&#039;18th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can send a bombardment of Satellites all at once. As an Action, you can make any number of Ranged Spell Attacks with your Satellites, up to the number of orbiting ones you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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== Minuteman&#039;s League ==&lt;br /&gt;
Some warriors, rather than specializing in a specific style of combat, attaining perfect skill and technique with that style, rather choose to sharpen their minds, reflexes and wills. These warriors are ready at a moments notice, always wary of surprise attacks and ambushes, able to lead groups quickly over long distances and performing deadly strikes against the unprepared. These Fighters are the Minutemen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Off Duty Watch ====&lt;br /&gt;
&#039;&#039;3rd Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose this archetype at 3rd level, you add your Proficiency Bonus to your Initiative Rolls. You also gain Proficiency with one Tool of your choice. Finally, you cannot be Surprised.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Call To Arms ====&lt;br /&gt;
&#039;&#039;3rd Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
your preparation for battle at any time has given you an edge in events leading up to and during combat.&amp;lt;br&amp;gt; &lt;br /&gt;
Creatures with an Initiative Score lower then yours have Disadvantage on Opportunity Attacks against you, and you ignore 1/2 Cover and 3/4 Cover while Attacking creatures with a lower Initiative Score then you.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, at the start of each round, you can reroll your Initiative, choosing to keep your old or new Initiative Score. You can reroll your Initiative a number of times equal to your Proficiency Bonus regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Courier ====&lt;br /&gt;
&#039;&#039;7th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your training and preparation has paid off. &amp;lt;br&amp;gt;&lt;br /&gt;
While traveling, you and all creatures of your choice traveling with you can travel for 12 hours before the travel becomes a Forced March, allowing the group to generally travel 36 miles per travel day as opposed to 24 miles. You also gain Proficiency with Drums as a Musical Instrument.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain Proficiency in Dexterity Saving Throws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fool Me Once ====&lt;br /&gt;
&#039;&#039;10th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on all Attacks against creatures which have not yet taken a turn combat, and you do not provoke Opportunity Attacks from these creatures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A Bird In The Hand ====&lt;br /&gt;
&#039;&#039;15th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per turn after you miss a target with an Attack, you can expend one use of your Call To Arms to instead reroll the Attack. You cannot do this in a round during which you rerolled your Initiative.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dedication To The Cause ====&lt;br /&gt;
&#039;&#039;18th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your loyalty to the cause has resolved your spirit. Your Call to Arms now has an unlimited amount of uses.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you roll Initiative at the start of combat, you gain a number of Temporary Hit Points equal to your Fighter Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psi Warrior&#039;s League ==&lt;br /&gt;
Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many Kalashtari and Gem Dragonwrought train to become such warriors.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psionic Power ====&lt;br /&gt;
&#039;&#039;3rd Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy Dice, which are each a d6. You have a number of these dice equal to twice your Proficiency Bonus, and they are expended to fuel various psionic powers you have, which are detailed below.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain all expended Psionic Energy Dice when you finish a Long Rest. In addition, as an Action you can regain all expended Psionic Energy Dice once per Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach certain Levels in this class, the size of your Psionic Energy Dice increases: at 5th Level (d8), 11th Level (d10), and 17th Level (d12). The powers below use your Psionic Energy Dice:&lt;br /&gt;
*&#039;&#039;&#039;Protective Field.&#039;&#039;&#039; When you or another creature you can see within 30ft of you takes Damage, you can use your Reaction to expend one Psionic Energy Die, reducing the Damage taken by one roll of you Psionic Energy Die + your Intelligence Modifier, as you create a momentary shield of telekinetic force.&lt;br /&gt;
*&#039;&#039;&#039;Psionic Strike.&#039;&#039;&#039; You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30ft of you with a Weapon Attack, you can expend one Psionic Energy Die, dealing Force Damage to the target of the Attack equal to one roll of your Psionic Energy Die + your Intelligence Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Telekinetic Movement.&#039;&#039;&#039; You can move an object or a creature with your mind. As an Action, you target one loose object that is Large or smaller or one willing creature within 30ft of you that you can see, you can move it up to 30ft to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. You can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. You can expend a Psionic Energy die to use the Action again if you have no uses left.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Telekinetic Adept ====&lt;br /&gt;
&#039;&#039;7th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered new ways to use your telekinetic abilities in the following ways:&lt;br /&gt;
*&#039;&#039;&#039;Psi-Powered Leap.&#039;&#039;&#039; As a Bonus Action, you can propel your body with your mind. You gain a Flying Speed equal to twice your Walking Speed until the end of the current turn. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest, you can spend a Psionic Energy Die to use this Bonus Action if you have no uses remaining.&lt;br /&gt;
:&#039;&#039;&#039;Telekinetic Thrust.&#039;&#039;&#039; When you deal Damage to a target with your Psionic Strike, you can force the target to make a Strength Saving Throw with a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save, the target is knocked Prone and is pushed up to 10ft in any horizontal direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guarded Mind ====&lt;br /&gt;
&#039;&#039;10th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The psionic energy flowing through you has bolstered your mind. You gain Resistance to Psychic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can expend a Psionic Energy Die on your turn to end the Charmed and Frightened Conditions on yourself.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bulwark of Force ====&lt;br /&gt;
&#039;&#039;15th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose a number of creatures equal to your Intelligence Modifier within 30ft of you. Each of the chosen creatures is protected by 1/2 Cover for 1 minute or until you’re Incapacitated. Once you use this feature, you cannot use it until you finish a Long Rest, unless you expend a Psionic Energy Die to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Telekinetic Master ====&lt;br /&gt;
&#039;&#039;18th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis Spell, requiring no Components, using Intelligence as your Spellcasting Ability. On each of your turns while you Concentrate on this Spell, including the turn when you cast it, you can make a single Weapon Attack as a Bonus Action. Once you cast the Spell with this feature, you can’t do so again until you finish a Long Rest, unless you expend a Psionic Energy Die to cast it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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== Rune Knight&#039;s League ==&lt;br /&gt;
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiencies ====&lt;br /&gt;
&#039;&#039;3rd Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At 3rd level, you gain Proficiency with Smith’s Tools, and you learn to speak, read, and write Giant.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rune Carver ====&lt;br /&gt;
&#039;&#039;3rd Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use magic runes to enhance your gear. You learn two Runes of your choice described at the end of this subclass. You learn an additional Rune at 7th, 10th, 15th, and 18th Level in this class. If a Rune has a Level requirement, you must be at least that Level in this class to learn the Rune.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you finish a Long Rest, you can touch a number of objects equal to the number of Runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your Rune remains on an object until you finish a Long Rest, and an object can bear only one of your Runes at a time. If a Rune requires a Saving Throw, your Rune Save DC equals 8 + your Constitution Modifier + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Giant’s Might ====&lt;br /&gt;
&#039;&#039;3rd Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned how to imbue yourself with the might of giants. As a Bonus Action, you magically gain the following benefits, which last for 1 minute:&lt;br /&gt;
*If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If you lack the room to become Large, your size doesn’t change.&lt;br /&gt;
*You have Advantage on Strength Checks and Saving Throws.&lt;br /&gt;
*Once on each of your turns, one of your Weapon Attacks deals an additional 1d6 Damage.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses of it when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Runic Shield ====&lt;br /&gt;
&#039;&#039;7th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60ft of you is hit by an Attack Roll, you can use your Reaction to force the attacker to reroll the d20 and use the new roll.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Great Stature ====&lt;br /&gt;
&#039;&#039;10th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while your Giant&#039;s Might is active and you hit on a Weapon Attack, you roll the Weapon&#039;s Damage Die an additional time and add it to the Damage Roll. Also the extra damage you deal with the Giant’s Might feature increases to 2d8&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Master of Runes ====&lt;br /&gt;
&#039;&#039;15th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can invoke each Rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Runic Juggernaut ====&lt;br /&gt;
&#039;&#039;18th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 3d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 10ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Runes ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Rune Knight&#039;s League Feature Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cloud Rune.&#039;&#039;&#039; This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Dexterity (Sleight of Hand) Checks and Charisma (Deception) Checks.&lt;br /&gt;
:In addition, when you or a creature you can see within 30ft of you is hit by an Attack, you can use your Reaction to invoke the Rune and choose a different creature within 30ft of you. The chosen creature becomes the target of the Attack, using the same roll. This magic can transfer the Attack’s effects regardless of the Attack’s Range. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Fire Rune.&#039;&#039;&#039; This Rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this Rune, you have Expertise in all Tools you had Proficiency in.&lt;br /&gt;
:In addition, when you hit a creature with a Weapon Attack, you can invoke the Rune to summon fiery shackles, causing the Attack to deal an additional 2d6 Fire Damage, and the target must succeed on a Strength Saving Throw or be Restrained for 1 minute. While Restrained by the shackles, the target takes 2d6 Fire Damage at the start of each of its turns. The target can repeat the Saving Throw at the end of each of its turns, banishing the shackles on a successful Save. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Frost Rune.&#039;&#039;&#039; This Rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Animal Handling) Checks and Charisma (Intimidation) Checks.&lt;br /&gt;
:In addition, you can invoke the Rune as a Bonus Action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all Ability Checks and Saving Throws that use Strength or Constitution. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Stone Rune.&#039;&#039;&#039; This Rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Insight) Checks, and you have Darkvision out to a range of 120ft.&lt;br /&gt;
:In addition, when a creature you can see ends its turn within 30ft of you, you can use your Reaction to invoke the Rune and force the creature to make a Wisdom Saving Throw. On a failed Save, the creature is Charmed by you for 1 minute. While Charmed in this way, the target&#039;s Speed is reduced to 0 and it is Incapacitated, descending into a dreamy stupor. The creature repeats the Saving Throw at the end of each of its turns, ending the effect on a success. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Hill Rune (7th Level or Higher).&#039;&#039;&#039; This Rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this Rune, you have Advantage on Saving Throws against being Poisoned, and you have Resistance against Poison Damage.&lt;br /&gt;
:In addition, you can invoke the Rune as a Bonus Action, gaining Resistance to Bludgeoning, Piercing, and Slashing Damage for 1 minute. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Storm Rune (7th Level or Higher).&#039;&#039;&#039; Using this Rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this Rune, you have Advantage on Intelligence (Arcana) Checks, and you can’t be Surprised as long as you aren’t Incapacitated.&lt;br /&gt;
:In addition, you can invoke the Rune as a Bonus Action to enter a prophetic state for 1 minute or until you’re Incapacitated. Until the state ends, when you or another creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to give the roll Advantage or Disadvantage (your choice). Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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== Samurai&#039;s League ==&lt;br /&gt;
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Bonus Proficiency ====&lt;br /&gt;
&#039;&#039;3rd Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in two of the following Skills of your choice: History, Insight, Performance, or Persuasion. You also learn one Language of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Fighting Spirit ====&lt;br /&gt;
&#039;&#039;3rd Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your intensity in battle can shield you and help you strike true. As a Bonus Action you can give yourself Advantage on Weapon Attacks until the end of the current turn. When you do so, you also gain 5 Temporary Hit Points.&amp;lt;br&amp;gt;&lt;br /&gt;
The number of Temporary Hit Points increases when you reach certain Levels in this class, increasing to 10 at 10th Level and 15 at 15th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Elegant Courtier ====&lt;br /&gt;
&#039;&#039;7th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) Check, you gain a Bonus to the Check equal to your Wisdom Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
Your self-control also causes you to gain Proficiency in Wisdom Saving Throws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless Spirit ====&lt;br /&gt;
&#039;&#039;10th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you end your turn without taking the Attack Action, you regain a use of your Fighting Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Rapid Strike ====&lt;br /&gt;
&#039;&#039;15th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to trade accuracy for swift strikes. If you make a Weapon Attack with Advantage, you can forgo the Advantage for that Attack to make an additional Weapon Attack against the target of that Attack. You cannot do this more than once per turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Strength Before Death ====&lt;br /&gt;
&#039;&#039;18th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your fighting spirit can delay the grasp of death. If you take would fall Unconscious from dropping to 0 Hit Points, you can use use your Reaction to delay falling Unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 Hit Points during that extra turn, taking damage causes Death Saving Throw failures as normal, and three Death Saving Throw failures can still kill you. When the extra turn ends, you fall Unconscious if you still have 0 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Steel Hawk&#039;s League ==&lt;br /&gt;
Powerful, nimble soldiers, Steel Hawks use explosive bursts of speed to launch themselves great distances in order to reach faraway threats. Despite their often heavy armor, those who follow this archetype leap and strike with the agility of seasoned assassins, becoming every inch the fearsome birds of prey their name would suggest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Launch ====&lt;br /&gt;
&#039;&#039;3rd Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to magically launch yourself with a mighty leap. While standing on a solid surface, you can use a Bonus Action to leap 15ft in any direction. When you reach 7th Level in this class, the leap’s distance becomes 30ft.&amp;lt;br&amp;gt;&lt;br /&gt;
You can’t use this feature if your Speed is 0, and if you leap completely horizontally, you still leap 1ft off the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
Leaping in this way doesn’t Provoke Opportunity Attacks, and if you fall immediately after using this leap, you can subtract up to 30ft from the fall when calculating Fall Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Leaping in this way can also strengthen your strikes by using the force of your momentum. If you make a Melee Weapon Attack during or immediately before or after this leap, you have Advantage on the Attack Roll and it deals an additional 1d8 Damage. At 10th Level, this extra Damage becomes 1d10, and at 18th Level, it becomes 1d12.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lancer ====&lt;br /&gt;
&#039;&#039;3rd Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are remarkably light on your feet and capable of counterbalancing even some of the most awkward of equipment. Lances have the Versatile property for you while you’re not mounted, dealing 1d8 Piercing Damage when held with one hand and 1d12 Piercing Damage when wielded with two hands. When you use your Launch and hit with a Melee Weapon Attack while wielding a Lance with one hand during or immediately before or after that leap, it counts as if you’re wielding it with two hands.&amp;lt;br&amp;gt;&lt;br /&gt;
Immediately before you make an Attack against a creature within 5ft of you using a Lance, you can move up to 5ft away from it, without provoking Opportunity Attacks from the target. You must be standing and have movement remaining in order to move in this way.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bird Caller ====&lt;br /&gt;
&#039;&#039;3rd Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to identify common birds by their calls, and you have Advantage on Wisdom (Animal Handling) Checks when interacting with any beast that has an innate Flying Speed. In addition, you gain the ability to cast the Animal Messenger Spell, but only as a Ritual, and only targeting a Beast that has an innate Flying Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Steel Grace ====&lt;br /&gt;
&#039;&#039;7th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Wearing armor doesn’t impose Disadvantage on your Dexterity (Stealth) Checks. In addition, whenever you make a Dexterity Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you can use your Launch as a Reaction. When you do so, you take no Damage on a successful Save, and only half Damage on a failed Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eagle Eye ====&lt;br /&gt;
&#039;&#039;10th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack made during or immediately before or after or your Launch has its Crit Range increased by 1. If you hit a flying creature with this Attack, it must also make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failed Save, the target&#039;s Speed is reduced to 0 until the start of its next turn and it falls to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you gain Proficiency and Expertise in Perception.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Predatory Lance ====&lt;br /&gt;
&#039;&#039;15th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on Initiative Rolls, and when you roll Initiative you can use your Launch as a Free Action without expending a use of the feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Launch ====&lt;br /&gt;
&#039;&#039;18th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack immediately after, before, or during your Launch, it must also succeed on a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you can push yourself beyond your normal limits when you use your Launch. When you do, your leap can total a maximum of 120ft, instead of 30ft, and you don’t suffer any Damage from falling after the leap. Additionally, you deal twice as much Damage to any creatures you Attack during this Launch. However, after you use this enhanced Launch, you suffer one level of Exhaustion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Fighter&amp;diff=1644</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Fighter&amp;diff=1644"/>
		<updated>2022-11-21T02:17:49Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Additional Fighting Styles */Upped to two styles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fighter =&lt;br /&gt;
A Triton in clanging plate armor holds her shield before her as she runs toward the massed zombies. An Otterfolk behind her, clad in studded leather armor, peppers the zombies with arrows loosed from his exquisite bow. The Treant nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Kalashtari in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a Grung in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.&amp;lt;br&amp;gt;&lt;br /&gt;
All of these heroes are fighters, perhaps the most diverse adventurer. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Fighting Style, Second Wind || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Action Surge || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Martial League || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Extra Attack || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Ability Score Improvement || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || Martial League Feature || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || Indomitable (Once) || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Martial League Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Extra Attack || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || Indomitable (Twice) || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Ability Score Improvement || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || Martial League Feature || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || Endless Action, Indomitable (Thrice) || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Martial League Feature || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Extra Attack || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d10 per Fighter Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 10 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d10 (or 6) + your Constitution Modifier per Fighter Level after 1st.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, Heavy Armor, and Shields.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Constitution.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; Chain Mail or Leather and a Longbow, a Round Shield or a Simple Weapon or a Martial Weapon, a Simple Weapon or a Martial Weapon, a Light Crossbow or two Handaxes, and one Equipment Pack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Style ====&lt;br /&gt;
&#039;&#039;1st Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing Armor, you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Great Weapon Fighting.&#039;&#039;&#039; When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.&lt;br /&gt;
*&#039;&#039;&#039;Improvised Fighting.&#039;&#039;&#039; You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.&lt;br /&gt;
*&#039;&#039;&#039;Interception.&#039;&#039;&#039; When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.&lt;br /&gt;
*&#039;&#039;&#039;Pit Fighting.&#039;&#039;&#039; You have trained to fight with obscure, and underrated weapons, gaining the following weapons:&lt;br /&gt;
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.&lt;br /&gt;
:*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.&lt;br /&gt;
:*For you, Nets now deal 1d6 Bludgeoning Damage.&lt;br /&gt;
:*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that Attack.&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Strongbow.&#039;&#039;&#039; You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter Level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Action Surge ====&lt;br /&gt;
&#039;&#039;2nd Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action. You can use this feature no more than once on each of your turns, and can use it a total number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Martial League ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the following Martial Leagues that you strive to emulate in your combat styles and techniques.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Martial Leagues&lt;br /&gt;
|-&lt;br /&gt;
! Martial League !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Archer&#039;s League || 3 || You use various magical shots to strike down your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || 2 || You inspire your allies as you lead the charge in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Barrier&#039;s League || 3 || You grow a coral coating of armor as you embody the tides.&lt;br /&gt;
|-&lt;br /&gt;
| Battle Master&#039;s League || 3 || You use a variety of maneuvers to tactically gain control of the battlefield.&lt;br /&gt;
|-&lt;br /&gt;
| Cavalier&#039;s League || 2 || You charge hold the line, marking, warding, and showing your wrath to anyone who comes close to breaking through.&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || 1 || You become an insurmountable force in combat due to your pure martial prowess.&lt;br /&gt;
|-&lt;br /&gt;
| Echo Knight&#039;s League || 4 || You summon copies of yourself from potential timelines to distract your enemies and to strike them down.&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Knight&#039;s League || 4 || You harness magic channeled through your blades to crush your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Meteor Knight&#039;s League || 3 || You use graviturgy magic to fire projectiles at nearby foes.&lt;br /&gt;
|-&lt;br /&gt;
| Minuteman&#039;s League || 2 || You become an expert at leveraging every advantage you can to gain the upper-hand.&lt;br /&gt;
|-&lt;br /&gt;
| Psi Warrior&#039;s League || 4 || You use your psionic powers to guard your allies and smite your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Rune Knight&#039;s League || 4 || You harness the runes of giants to enchant your weapons and armor while embodying their size.&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || 2 || You masterfully command your will to grow your strength and vitality in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Steel Hawk&#039;s League || 3 || You launch yourself through the air at your foes while expertly wielding lances.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
&#039;&#039;4th, 6th, 8th, 12th, 14th, 16th, and 19th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th, 11th, and 20th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can perform an additional Attack as part of the Attack Action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indomitable ====&lt;br /&gt;
&#039;&#039;9th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Beginning at 9th level, when you fail a Saving Throw, you can choose to succeed instead. Once you use this feature, you cannot do so again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
At certain Levels in this class you can use this feature more times, you can use its twice between Long Rests at 13th Level, and three times between Long Rests at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Endless Action ====&lt;br /&gt;
&#039;&#039;17th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Also at 17th level, Instead of being able to use Action Surge a number of times equal to your Proficiency Bonus between Long Rests, you can now use it a number of times equal to twice your Proficiency Bonus between Long Rests.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Martial Leagues =&lt;br /&gt;
== Arcane Archer&#039;s League ==&lt;br /&gt;
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Archer Lore ====&lt;br /&gt;
&#039;&#039;3rd Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn magical theory or some of the secrets of nature. You gain Proficiency in either the Arcana or the Nature skill (your choice), and you learn the Prestidigitation and the Druidcraft cantrips.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Shot ====&lt;br /&gt;
&#039;&#039;3rd Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice detailed at the end of this subclass.&amp;lt;br&amp;gt;&lt;br /&gt;
When you make an Attack with a Ranged Weapon, as part of that Attack, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses of it when you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th Level. Each option also improves when you reach 18th Level in this class.&lt;br /&gt;
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==== Magic Arrow ====&lt;br /&gt;
&#039;&#039;7th Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to infuse your attacks with magic. Your Ranged Weapon Attacks count as Magical for the purpose of overcoming Resistance and Immunity.&lt;br /&gt;
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==== Curving Shot ====&lt;br /&gt;
&#039;&#039;7th Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to direct an errant arrow toward a new target. When you make an Attack Roll with a Ranged Weapon Attack and miss, you can use a Bonus Action to reroll the Attack Roll against a different target within 60ft of the original target.&lt;br /&gt;
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==== Ever-Ready Shot ====&lt;br /&gt;
&#039;&#039;15th Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your magical archery is available constantly. Whenever you end your turn without taking the Attack Action, you regain one use of your Arcane Shot.&lt;br /&gt;
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==== Arcane Shot Options ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Arcane Archer&#039;s League Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
All Arcane Shots are magical effects. If an option requires a Saving Throw it uses your Shot Save DC which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus.&lt;br /&gt;
*&#039;&#039;&#039;Banishing Arrow.&#039;&#039;&#039; You use abjuration magic to try to temporarily banish your target to a harmless demi-plane. The creature hit by the Attack must also succeed on a Charisma Saving Throw or be banished. While banished in this way, the target’s Speed is 0, and it is Incapacitated. At the end of its next turn, the target reappears in the space it previously occupied or in the nearest unoccupied space if that space is occupied. After you reach 18th Level in this class, the target also takes 2d6 Force Damage when the Attack hits it.&lt;br /&gt;
*&#039;&#039;&#039;Beguiling Arrow.&#039;&#039;&#039; Your enchantment magic causes this attack to temporarily beguile its target. The creature hit by the Attack takes an extra 2d6 Psychic Damage, you then choose one creature within 30ft of the target. The target must succeed on a Wisdom Saving Throw, or be Charmed by the chosen creature until the start of your next turn. This effect ends early if the chosen creature attacks the Charmed creature, deals Damage to it, or forces it to make a Saving Throw. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Bursting Arrow.&#039;&#039;&#039; You imbue your arrow with force energy. Immediately after the Attack hits the creature, the target and all other creatures within 10ft of it take 2d6 Force Damage each. The Force Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Enfeebling Arrow.&#039;&#039;&#039; You weave necromantic magic into your attack. The creature hit by the Attack takes an extra 2d6 Necrotic Damage. The target must also succeed on a Constitution Saving Throw, on a failed Save, the target&#039;s Damage dealt by its Weapon Attacks is halved until the start of your next turn. The Necrotic Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Grasping Arrow.&#039;&#039;&#039; When this attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the Attack takes an extra 2d6 Poison Damage, its Speed is reduced by 10ft, and it takes 2d6 Slashing Damage the first time it moves on each of its turns. The target or any creature that can reach it can use its Action to remove the brambles with a successful Strength (Athletics) Check against your Shot Save DC. Otherwise, the brambles last for 1 minute or until you use this Arcane Shot again. The Poison Damage and Slashing damage both increase to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Piercing Arrow.&#039;&#039;&#039; You use transmutation magic to give your attack an ethereal quality. When you use this Arcane Shot, you don’t make an Attack Roll for the Attack. Instead, the arrow shoots forward in a 1x30ft Emanated Line, before disappearing. The Attack passes harmlessly through objects, ignoring Cover. Each creature in that line must make a Dexterity Saving Throw. On a failed Save, a creature takes Damage as if it were hit by the Attack, plus an extra 1d6 Piercing Damage. On a successful Save, a target takes half as much Damage. The Piercing Damage increases to 2d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Seeking Arrow.&#039;&#039;&#039; Using divination magic, you grant your attack the ability to seek out a target. When you use this Arcane Shot, you don’t make an Attack Roll for this Arcane Shot. Instead, choose one creature you have seen in the past minute. The attack flies toward that creature, moving around corners if necessary and ignoring 3/4 Cover and 1/2 Cover. If the target is within the Weapon’s Range and there is a path large enough for the attack to travel to the target, the target must make a Dexterity Saving Throw. Otherwise, the Weapon or Ammunition reappears in one of your free hands, at your feet, or in a storage container after traveling as far as it can. On a failed Save, the target takes Damage as if it were hit by the Attack, plus an extra 1d6 Force Damage, and you learn the target’s current location. On a successful Save, the target takes half as much Damage, and you don’t learn its location. The Force Damage increases to 2d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Arrow.&#039;&#039;&#039; You weave illusion magic into your arrow, causing it to obscure your foe’s vision with shadows. The creature hit by the Attack takes an extra 2d6 Psychic Damage, and it must succeed on a Wisdom Saving Throw or be unable to see anything farther than 5ft away from itself until the start of your next turn. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
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== Banneret&#039;s League ==&lt;br /&gt;
Pledged to protect the crown, Banneret Fighters take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.&amp;lt;br&amp;gt;&lt;br /&gt;
A Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.&amp;lt;br&amp;gt;&lt;br /&gt;
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.&lt;br /&gt;
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==== Rallying Cry ====&lt;br /&gt;
&#039;&#039;3rd Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to inspire your allies to fight on past their injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Second Wind, all creatures of your choice within 60ft of you regain a number of Hit Points equal to your Fighter Level + your Charisma Modifier and have Advantage on their next Attack Roll before the end of your next turn.&lt;br /&gt;
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==== Royal Envoy ====&lt;br /&gt;
&#039;&#039;3rd Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A Banneret serves as an envoy of the crown. Knights of high standing are expected to conduct themselves with grace. You gain Proficiency and Expertise in the Persuasion Skill as well as one of the following Skills of your choice: Animal Handling, Insight, Intimidation, or Performance.&lt;br /&gt;
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==== Resolute Will ====&lt;br /&gt;
&#039;&#039;7th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are a steadfast rock in the face of danger. While you are not Incapacitated, you and all creatures of your choice within 30ft of you have Advantage on Saving Throws against and on ending the Frightened Condition. Additionally, you can use an Action to end the Frightened Condition on yourself or a creature within 30ft of you. When you attempt to end the Frightened Condition on a creature other than yourself, you must make a Charisma (Persuasion) Check against the DC of the initial Save made to resist the Frightened Condition. If there was no initial Saving Throw to resist there Frightened Condition, then this feature cannot be used to end the Condition on another creature.&lt;br /&gt;
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==== Inspiring Surge ====&lt;br /&gt;
&#039;&#039;10th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Action Surge, you can choose up to two creatures of your choice within 60ft of you that can see or hear you. Each of those creatures can use their Reaction to immediately move up to their Speed and take the Attack Action.&lt;br /&gt;
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==== Bulwark ====&lt;br /&gt;
&#039;&#039;15th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When friendly creatures within 30ft of you are forced to make a Saving Throw, you can use your Reaction to grant that creature Advantage on the Saving Throw. You can give this benefit to a number of creatures equal to your Charisma modifier. If a creature would take Damage from failing the Save and half as much from succeeding the Save, the creature&#039;s you give Advantage only take half Damage on a failed Save and take no Damage on a successful Save. Once you use this feature you cannot use it again until you finish a Long Rest.&lt;br /&gt;
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==== Lead the Charge ====&lt;br /&gt;
&#039;&#039;18th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are a leader from the front lines, inspiring your allies to continue the fight. You can use a Bonus Action on your turn to grant a creature within 60ft of you that can see or hear you Temporary Hit Points equal to 5 + your Charisma Modifier and Advantage on their next Attack Roll.&lt;br /&gt;
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== Barrier&#039;s League ==&lt;br /&gt;
Warriors who draw power from the tropical waters, Barriers harness the primal magic of the reef to don a spiked armor made of living creatures. Because of their connection to the natural world and potent martial prowess, Barriers are commonly fielded as champions and defenders among coastal cultures for their unbreakable endurance and ability to defend their companions.&lt;br /&gt;
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==== Mantle of Coral ====&lt;br /&gt;
&#039;&#039;3rd Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action on your turn to create a suit of magical living Armor around you, which lasts for 1 minute. You can create this Armor on top of any existing Armor you are wearing. While you have this Armor, you gain the following benefits:&lt;br /&gt;
*Your AC can’t be less than 16.&lt;br /&gt;
*If a creature within 5ft of you hits you with a Melee Attack, that creature takes 1d4 Magical Piercing Damage. The first time a creature takes this Damage on a turn, its Speed is reduced by 10ft until the end of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
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==== Expel Toxin ====&lt;br /&gt;
&#039;&#039;3rd Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You take on the natural healing properties of coral, and can use it to expel yourself of poisons. When you use your Second Wind while your Mantle of Coral is active, your Armor deals an additional 1d6 Poison Damage until the end of your next turn, and you become cured of one Disease or Poison affecting you.&lt;br /&gt;
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==== Fed by the Sun ====&lt;br /&gt;
&#039;&#039;7th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can draw upon the light of the sun to nourish and sustain yourself. If you spend 1 hour in bright sunlight, you regain Hit Points equal to your Constitution Modifier, and gain enough nourishment to sustain yourself for one day.&lt;br /&gt;
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==== One With The Waves ====&lt;br /&gt;
&#039;&#039;7th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You become attuned to the seas from which you draw your power from. You gain the ability to breathe underwater and you gain a Swimming Speed equal to your Walking Speed.&lt;br /&gt;
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==== Bristling Defense ====&lt;br /&gt;
&#039;&#039;10th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature that you can see hits you with a Melee Attack while your Mantle of Coral is active, you can use your Reaction to conjure bristling spines from your Armor. When you do this, you halve the Attack’s Damage, and the attacker takes additional Magical Piercing Damage equal to your Fighter Level.&lt;br /&gt;
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==== Tactically Blank Mind ====&lt;br /&gt;
&#039;&#039;15th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can cause your mind to become barely sentient or active as is the case in actual coral. When you use your Mantle of Coral, you can choose to lose your Intelligence, Wisdom, and Charisma Scores while that use of your Mantle of Coral is active. While in this state, you cannot willingly make Intelligence, Wisdom, or Charisma Checks, and any effect that would force you to make an Intelligence, Wisdom, or Charisma Saving Throw or Check has no affect on you.&lt;br /&gt;
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==== Barrier Reef ====&lt;br /&gt;
&#039;&#039;18th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Mantle of Coral increases in potency and protective power. When you activate your Mantle of Coral, you gain Temporary Hit Points equal to your Fighter Level, which last until your Mantle of Coral ends. Additionally, the Piercing Damage dealt by your Mantle of Coral increases to 2d6, and a creature that takes this Damage has its Speed reduced to 0 until the end of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, your Mantle of Coral and Bristling Defense Features now also effect Ranged Attacks instead of just Melee Attacks.&lt;br /&gt;
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== Battle Master&#039;s League ==&lt;br /&gt;
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.&lt;br /&gt;
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==== Combat Superiority ====&lt;br /&gt;
&#039;&#039;3rd Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn maneuvers that are fueled by special dice called Superiority Dice.&lt;br /&gt;
*&#039;&#039;&#039;Maneuvers.&#039;&#039;&#039; You learn three Maneuvers of your choice, which are detailed at the end of this subclass. Many Maneuvers enhance an attack in some way. You can use only one Maneuver per Attack. You learn two additional Maneuvers of your choice at 7th, 10th, 15th, and 18th Level.&lt;br /&gt;
*&#039;&#039;&#039;Superiority Dice.&#039;&#039;&#039; You have a number of Superiority Dice, which are d8s, equal to four times your Proficiency Bonus. You regain all of your expended Superiority Dice when you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws.&#039;&#039;&#039; Any Ability Check or Saving Throw required by your Maneuvers uses your Maneuver Save DC which has a DC of 8 + your Strength or Dexterity Modifier (whichever is higher) + your Proficiency Bonus.&lt;br /&gt;
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==== Student of War ====&lt;br /&gt;
&#039;&#039;3rd Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in History and one type of Artisan’s Tools of your choice. &lt;br /&gt;
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==== Know Your Enemy ====&lt;br /&gt;
&#039;&#039;7th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend at least 1 minute observing or interacting with another creature outside combat, or as an Action in combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:&lt;br /&gt;
*One of the target&#039;s Ability Scores&lt;br /&gt;
*The target&#039;s Armor Class&lt;br /&gt;
*The target&#039;s current and maximum Hit Points as well as any Temporary Hit Points it may have.&lt;br /&gt;
*The target&#039;s total class Levels (if any).&lt;br /&gt;
*The target&#039;s total Fighter class Levels (if any).&lt;br /&gt;
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==== Improved Combat Superiority ====&lt;br /&gt;
&#039;&#039;10th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Superiority Dice are now d10s.&lt;br /&gt;
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==== Relentless ====&lt;br /&gt;
&#039;&#039;15th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn if you have no Superiority Dice left, you regain two expended Superiority Dice.&lt;br /&gt;
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==== Improved Combat Superiority ====&lt;br /&gt;
&#039;&#039;18th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Superiority Dice are now d12s.&lt;br /&gt;
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==== Maneuvers ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Battle Master&#039;s League Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ambush.&#039;&#039;&#039; When you make a Dexterity (Stealth) Check or an Initiative Roll, you can expend one Superiority Die and add the die to the result.&lt;br /&gt;
*&#039;&#039;&#039;Bait and Switch.&#039;&#039;&#039; When you’re within 5ft of a creature on your turn, you can expend one Superiority Die and 5ft of movement and switch places with that creature, provided you spend at least 5ft of movement and the creature is willing and isn’t Incapacitated. This movement doesn’t provoke Opportunity Attacks. Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.&lt;br /&gt;
*&#039;&#039;&#039;Brace.&#039;&#039;&#039; When a creature you can see moves into your Reach while you are wielding a Melee Weapon, you can use your Reaction to expend one Superiority Die and make a single Melee Weapon Attack against that creature. If the attack hits, add the Superiority Die to the Weapon’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Commander’s Strike.&#039;&#039;&#039; When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do, choose one creature that can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one Weapon Attack, adding the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Commanding Presence.&#039;&#039;&#039; When you make a Charisma or Strength (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) Check, you can expend one Superiority Die and add the Superiority Die to the ability check.&lt;br /&gt;
*&#039;&#039;&#039;Disarming Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the Superiority Die to the Attack’s Damage Roll, and the target must make a Strength Saving Throw. On a failed Save, the target drops the object you choose. The object lands at the creature&#039;s feet.&lt;br /&gt;
*&#039;&#039;&#039;Distracting Strike.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to distract the creature, giving your allies an opening. You add the Superiority Die to the Attack’s Damage Roll. The next Attack Roll made against the target by a creature other than you before the start of your next turn has Advantage.&lt;br /&gt;
*&#039;&#039;&#039;Evasive Footwork.&#039;&#039;&#039; When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.&lt;br /&gt;
*&#039;&#039;&#039;Feinting Attack.&#039;&#039;&#039; You can expend one Superiority Die as a Bonus Action and choose one creature within 5ft of you. You have Advantage on your next Attack Roll against that creature this turn. If that Attack hits, add the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Goading Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to goad the target into attacking you. You add the Superiority Die to the Attack’s Damage Roll and forge the target to make a Wisdom Saving Throw. On a failed Save, the target has Disadvantage on all Attack Rolls against targets other than you until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Grappling Strike.&#039;&#039;&#039; Immediately after you hit a creature with a Melee Attack on your turn, you can expend one Superiority Die and make a Grapple Attack as a Free Action, adding the Superiority Die to your Strength (Athletics) Check.&lt;br /&gt;
*&#039;&#039;&#039;Lunging Attack.&#039;&#039;&#039; When you make a Melee Weapon Attack on your turn, you can expend one Superiority Die to increase your Reach for that Attack by 5ft. If you hit, you add the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Maneuvering Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to maneuver one of your comrades into a more advantageous position. You add the Superiority Die to the Attack’s Damage Roll and you choose a creature that can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking Opportunity Attacks from the target of your attack.&lt;br /&gt;
*&#039;&#039;&#039;Menacing Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to frighten the target. You add the Superiority Die to the Attack’s Damage Roll, and the target must make a Wisdom Saving Throw. On a failed Save, it is Frightened of you until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When another creature deals Damage to you with a Melee Attack, you can use your Reaction and expend one Superiority Die to reduce the Damage dealt by the number you rolled on your Superiority Die + your Dexterity Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Precision Attack.&#039;&#039;&#039; When you miss on a Weapon Attack, you can expend one Superiority Die to add it to the Attack Roll.&lt;br /&gt;
*&#039;&#039;&#039;Pushing Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to drive the target back. You add the Superiority Die to the Attack’s Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you push the target up to 15ft away from you.&lt;br /&gt;
*&#039;&#039;&#039;Quick Toss.&#039;&#039;&#039; As a Bonus Action you can expend one Superiority Die and make a Ranged Attack with a Thrown Weapon. You can draw the Weapon as part the Attack. If you hit, you add the Superiority Die to the Weapon’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Rally.&#039;&#039;&#039; As a Bonus Action you can expend one Superiority Die to bolster the resolve of one of your companions. When you do so, choose a willing creature that can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die Roll + your Charisma Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Riposte.&#039;&#039;&#039; When a creature misses you with a Melee Attack, you can use your Reaction and expend one Superiority Die to make a Melee Weapon Attack against the creature. If you hit, you add the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Sweeping Attack.&#039;&#039;&#039; When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Assessment.&#039;&#039;&#039; When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one Superiority Die and add the Superiority Die to the Ability Check.&lt;br /&gt;
*&#039;&#039;&#039;Trip Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to knock the target down. You add the Superiority Die to the Attack’s Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you knock the target Prone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cavalier&#039;s League ==&lt;br /&gt;
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiency ====&lt;br /&gt;
&#039;&#039;3rd Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in one of the following Skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Additionally, you learn one Language of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Born to the Saddle ====&lt;br /&gt;
&#039;&#039;3rd Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your mastery as a rider becomes apparent. You have Advantage on Saving Throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10ft, you do not fall Prone if you aren&#039;t Incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, mounting or dismounting a creature costs you only 5ft of movement, rather than half your Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unwavering Mark ====&lt;br /&gt;
&#039;&#039;3rd Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a Melee Weapon Attack, you can mark the creature until the end of your next turn. This mark ends early if you are Incapacitated or you fall Unconscious.&amp;lt;br&amp;gt;&lt;br /&gt;
While the marked creature is within 5ft of you, that creature has Disadvantage on any Attack Roll that doesn’t target you.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, if a creature marked by you deals Damage to any creature other than you, you can make a special Melee Weapon Attack against the marked creature as a Bonus Action on your next turn. You have Advantage on this Attack Roll, and the Attack deals additional Damage equal to half your Fighter Level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can make use this special Attack a number of times equal to your Proficiency Bonus regaining all expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warding Maneuver ====&lt;br /&gt;
&#039;&#039;7th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5ft of you is hit by an Attack, as a Reaction if you are wielding a Melee Weapon or Shield, you add a d8 to the creature&#039;s AC. If the Attack hits, the Attack&#039;s Damage is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hold the Line ====&lt;br /&gt;
&#039;&#039;10th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You become a master of locking down your enemies. Creatures provoke an Opportunity Attack from you when they move 5ft or more while within your Reach. Additionally, if you hit a creature with an Opportunity Attack, the target’s speed is reduced to 0 until the end of the current turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ferocious Charger ====&lt;br /&gt;
&#039;&#039;15th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can run down your foes, whether you’re mounted or not. Once on each of your turns, ff you move at least 10ft in a straight line right before you Hit a creature with a Weapon Attack, that creature must make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vigilant Defender ====&lt;br /&gt;
&#039;&#039;18th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You respond to danger with extraordinary vigilance. Once per turn you can make an Opportunity Attack as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Champion&#039;s League ==&lt;br /&gt;
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Critical ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Crit Range increases by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you hit on an Attack Roll, you can choose to make it a Critical Hit. You can do this a number of times equal to half your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Remarkable Athlete ====&lt;br /&gt;
&#039;&#039;7th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can add half your Proficiency Bonus (rounded up) to any Strength, Dexterity, or Constitution Checks you make that you aren&#039;t Proficient in.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition you gain a Climbing and Swimming Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Additional Fighting Styles ====&lt;br /&gt;
&#039;&#039;10th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt two additional styles of fighting as your specialty. Choose two of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing Armor, you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Great Weapon Fighting.&#039;&#039;&#039; When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.&lt;br /&gt;
*&#039;&#039;&#039;Improvised Fighting.&#039;&#039;&#039; You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.&lt;br /&gt;
*&#039;&#039;&#039;Interception.&#039;&#039;&#039; When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.&lt;br /&gt;
*&#039;&#039;&#039;Pit Fighting.&#039;&#039;&#039; You have trained to fight with obscure, and underrated weapons, gaining the following weapons:&lt;br /&gt;
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.&lt;br /&gt;
:*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.&lt;br /&gt;
:*For you, Nets now deal 1d6 Bludgeoning Damage.&lt;br /&gt;
:*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that Attack.&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Strongbow.&#039;&#039;&#039; You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Superior Critical ====&lt;br /&gt;
&#039;&#039;15th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Crit Range increases by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your Weapon Attacks deal additional Damage equal to your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Survivor ====&lt;br /&gt;
&#039;&#039;18th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain a number of Hit Points equal to 5 + your Constitution Modifier. You don’t gain this benefit if you have 0 Hit Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Echo Knight&#039;s League ==&lt;br /&gt;
A mysterious and feared frontline warrior, the Echo Knight has mastered the art of using Khaagaazh to summon the fading shades of unrealized creation to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Manifest Echo ====&lt;br /&gt;
&#039;&#039;3rd Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to magically manifest an echo of yourself in an unoccupied space you can see within 15ft of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a Free Action, until you manifest another echo, or until you’re Incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Echo has an AC of 14 + your Proficiency Bonus, 1 Hit Point, and Immunity to all Conditions. If it is forced to make a Saving Throw, it uses your Saving Throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30ft in any direction as a Free Action. If your Echo is ever more than 30ft from you at the end of your turn, it is destroyed. You can use the Echo in the following ways:&lt;br /&gt;
*As a Bonus Action, you can teleport, magically swapping places with your Echo by spending 15ft of movement.&lt;br /&gt;
*You can make Attacks as if you were in the Echo&#039;s space.&lt;br /&gt;
*When a creature that you can see within 5ft of your Echo moves at least 5ft away from it, you can use your Reaction to make an Opportunity Attack against that creature as if you were in the Echo’s space.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unleash Incarnation ====&lt;br /&gt;
&#039;&#039;3rd Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can heighten your echo’s fury. Whenever you take the Attack Action, you can make one additional Weapon Attack from the Echo’s space.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Echo Avatar ====&lt;br /&gt;
&#039;&#039;7th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can temporarily transfer your consciousness to your Echo. As an Action, you can see through your Echo’s eyes and hear through its ears. During this time, you are Deafened and Blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time as a Free Action. While your echo is being used in this way, it can be up to 1,000ft away from you without being destroyed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shadow Martyr ====&lt;br /&gt;
&#039;&#039;10th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make your Echo throw itself in front of an Attack directed at another creature that you can see. Before the Attack Roll is made, you can use your Reaction to teleport the Echo to an unoccupied space within 5ft of the targeted creature. The Attack Roll that triggered the Reaction is instead made against your Echo.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Reclaim Potential ====&lt;br /&gt;
&#039;&#039;15th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve learned to absorb the fleeting magic of your Echo. When your Echo is destroyed by taking Damage, you gain a number of Temporary Hit Points equal to 2d6 + your Constitution Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legion of One ====&lt;br /&gt;
&#039;&#039;18th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to create two Echoes with your Manifest Echo feature, these Echoes can coexist. If you try to create a third Echo, the previous two Echoes are destroyed. Anything you can do from one Echo’s position can be done from the other’s instead. In addition, you can use an Action to regain a use of Unleash Incarnation.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eldritch Knight&#039;s League ==&lt;br /&gt;
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
&#039;&#039;3rd Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; An Arcane Focus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; You start knowing 3 Spells from the Wizard Spell List, two of which must be from the Evocation or Abjuration Schools. You learn additional Spells from the Wizard Spell List which can only be learnt from the Evocation or Abjuration Schools as shown in the following class table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spells known and spell slots per Level&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 2 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 2 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 2 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 2 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 2 || 5 || 4 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 2 || 6 || 4 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 2 || 6 || 4 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 3 || 7 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 3 || 8 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 3 || 8 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 3 || 9 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 3 || 10 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 3 || 10 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 3 || 11 || 4 || 3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 3 || 11 || 4 || 3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 3 || 11 || 4 || 3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3 || 12 || 4 || 3 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 3 || 13 || 4 || 3 || 3 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weapon Bond ====&lt;br /&gt;
&#039;&#039;3rd Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn a ritual that creates a magical bond between yourself and one Weapon. You perform the ritual over the course of 1 hour, which can be done during a Long Rest. The Weapon must be within your reach throughout the ritual, at the conclusion of which you touch the Weapon and forge the bond.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have bonded a Weapon to yourself, you can’t be disarmed of that Weapon unless you are Incapacitated. You can summon that Weapon as a Bonus Action on your turn, causing it to teleport instantly to your hand.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have a number of bonded Weapons equal to your Proficiency Bonus, if you attempt to bond to a Weapon that would exceed your maximum Bonded Weapons, you must break the bond with one of your other Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Bonded Weapon can also be used as your Spellcasting Focus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== War Magic ====&lt;br /&gt;
&#039;&#039;7th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Action to cast a Cantrip, you can make one Weapon Attack as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Strike ====&lt;br /&gt;
&#039;&#039;10th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to make your Weapon&#039;s strikes undercut a creature’s resistance to your spells. When you hit a creature with a Weapon Attack, that creature has Disadvantage on the next Saving Throw it makes against a Spell you cast before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Charge ====&lt;br /&gt;
&#039;&#039;15th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to teleport up to 30ft to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved War Magic ====&lt;br /&gt;
&#039;&#039;18th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Action to cast a Spell, you can make a single Weapon Attack as a Bonus Action. Additionally, when you use an Action to cast a Cantrip, you can make two Weapon Attacks as a Bonus Action.&lt;br /&gt;
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&lt;br /&gt;
== Meteor Knight&#039;s League ==&lt;br /&gt;
Some Fighters are naturally in tune with Graviturgy Magic, but do not posses the desire or power to become full fledged Graviturgy Wizards, instead using their skills as Fighters to harness this power. These Fighters become Meteor Knights.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Satellite Mastery ====&lt;br /&gt;
&#039;&#039;3rd Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically bind a number of missiles to you up to your Proficiency Bonus. You can bind a missile, such as a Dart, Sling Bullet, Crossbow bolt, or similar object to you using an Action. You must be touching the object to bind it. If you bind another missile when you already have the maximum number bound to you, a different missile of your choice ceases to be bound. A bound missile is called a Satellite.&amp;lt;br&amp;gt;&lt;br /&gt;
You can mentally command any number of Satellites to hover and orbit around your body or drop into your hand, quiver, or similar container. Doing so can be done as an Object Interaction.&amp;lt;br&amp;gt;&lt;br /&gt;
While you have at least one Satellite orbiting you, you can use a Bonus Action to make a Ranged Spell Attack with it, sending it magically hurtling toward a target that you can see within 30ft of you. Intelligence is your Ability Modifier for this Attack, and you are Proficient with it.&amp;lt;br&amp;gt;&lt;br /&gt;
On a hit, the Satellite deals Bludgeoning or Piercing damage (depending on the shape of the missile) equal to 1d4 + your Intelligence Modifier. Being within 5ft of a hostile creature doesn’t impose Disadvantage on this Attack.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 10th Level in this class, the range of this Spell Attack increases to 60ft.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use an Action to cause all Satellites within 120ft of you to return to you, flying back into your orbit or into your open hand or similar container you are carrying (your choice). When these satellites return to you, they fly in the most direct route to do so, weaving around corners, walls, and objects in their way to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
Any creatures your Satellites pass through must make a Dexterity Saving Throw, taking your Satellite&#039;s damage on a failed Save, but stopping the Satellite&#039;s flight, dropping to the ground and not returning to you. On a successful Save, the creature takes no damage and the Satellite keeps flying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Damage of your satellites increases when you reach certain Levels in this class: 10th Level (2d4) and 18th Level (3d4).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Reduce Gravity ====&lt;br /&gt;
&#039;&#039;3rd Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can cause the pull of gravity on you to lessen. You learn the Feather Fall and Jump Spells. At 10th Level in this class, you also learn the Levitate Spell. When you cast one of these Spells, you can target only yourself, and the Spell doesn’t require Material Components.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast each of these Spells once with this feature, and once you cast a Spell in this way, you can’t do so again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 15th Level in this class, you can cast the Feather Fall and Jump Spells in this way at will. Intelligence is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Course Correct ====&lt;br /&gt;
&#039;&#039;7th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your control over your bound missiles can be exerted over others that come near you. When a launched missile (that’s light enough to be a satellite for you) comes within 10ft of you, you can use your Reaction to attempt to alter its course or ensnare it, making a contested Intelligence Check against the original Attack Roll, adding your Proficiency Bonus to the Check. On a success, you can choose a new target for the Attack within 10ft of the original one, using the original Attack Roll to determine whether or not it hits the new target. Alternatively, on a success, you can cause the missile to become a Satellite for you, ending your control over another satellite if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Satellite Mastery ====&lt;br /&gt;
&#039;&#039;10th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can return a Satellite to your orbit when it misses its mark. Once on each of your turns when you miss with a Ranged Spell Attack using a Satellite, you can cause it to immediately fly back and return to your orbit. In addition, all Satellites within 120ft of you return to your orbit when you use your Action Surge. They return to your orbit either before or after the additional Action.&amp;lt;br&amp;gt;&lt;br /&gt;
When Satellites fly back to your in either of these ways, they follow the same rules as described in your Satellite Mastery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Increase Gravity ====&lt;br /&gt;
&#039;&#039;15th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve learned how to briefly adjust the way that gravity affects you, increasing your sturdiness and reducing that of your enemies. You have Advantage on any Ability Check or Saving Throw you make to resist being pushed, pulled, or knocked Prone. In addition, when you take the Shove Action, you add your Intelligence Modifier to the Ability check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Satellite Barrage ====&lt;br /&gt;
&#039;&#039;18th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can send a bombardment of Satellites all at once. As an Action, you can make any number of Ranged Spell Attacks with your Satellites, up to the number of orbiting ones you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Minuteman&#039;s League ==&lt;br /&gt;
Some warriors, rather than specializing in a specific style of combat, attaining perfect skill and technique with that style, rather choose to sharpen their minds, reflexes and wills. These warriors are ready at a moments notice, always wary of surprise attacks and ambushes, able to lead groups quickly over long distances and performing deadly strikes against the unprepared. These Fighters are the Minutemen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Off Duty Watch ====&lt;br /&gt;
&#039;&#039;3rd Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose this archetype at 3rd level, you add your Proficiency Bonus to your Initiative Rolls. You also gain Proficiency with one Tool of your choice. Finally, you cannot be Surprised.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Call To Arms ====&lt;br /&gt;
&#039;&#039;3rd Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
your preparation for battle at any time has given you an edge in events leading up to and during combat.&amp;lt;br&amp;gt; &lt;br /&gt;
Creatures with an Initiative Score lower then yours have Disadvantage on Opportunity Attacks against you, and you ignore 1/2 Cover and 3/4 Cover while Attacking creatures with a lower Initiative Score then you.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, at the start of each round, you can reroll your Initiative, choosing to keep your old or new Initiative Score. You can reroll your Initiative a number of times equal to your Proficiency Bonus regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Courier ====&lt;br /&gt;
&#039;&#039;7th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your training and preparation has paid off. &amp;lt;br&amp;gt;&lt;br /&gt;
While traveling, you and all creatures of your choice traveling with you can travel for 12 hours before the travel becomes a Forced March, allowing the group to generally travel 36 miles per travel day as opposed to 24 miles. You also gain Proficiency with Drums as a Musical Instrument.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain Proficiency in Dexterity Saving Throws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fool Me Once ====&lt;br /&gt;
&#039;&#039;10th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on all Attacks against creatures which have not yet taken a turn combat, and you do not provoke Opportunity Attacks from these creatures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A Bird In The Hand ====&lt;br /&gt;
&#039;&#039;15th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per turn after you miss a target with an Attack, you can expend one use of your Call To Arms to instead reroll the Attack. You cannot do this in a round during which you rerolled your Initiative.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dedication To The Cause ====&lt;br /&gt;
&#039;&#039;18th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your loyalty to the cause has resolved your spirit. Your Call to Arms now has an unlimited amount of uses.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you roll Initiative at the start of combat, you gain a number of Temporary Hit Points equal to your Fighter Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psi Warrior&#039;s League ==&lt;br /&gt;
Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many Kalashtari and Gem Dragonwrought train to become such warriors.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psionic Power ====&lt;br /&gt;
&#039;&#039;3rd Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy Dice, which are each a d6. You have a number of these dice equal to twice your Proficiency Bonus, and they are expended to fuel various psionic powers you have, which are detailed below.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain all expended Psionic Energy Dice when you finish a Long Rest. In addition, as an Action you can regain all expended Psionic Energy Dice once per Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach certain Levels in this class, the size of your Psionic Energy Dice increases: at 5th Level (d8), 11th Level (d10), and 17th Level (d12). The powers below use your Psionic Energy Dice:&lt;br /&gt;
*&#039;&#039;&#039;Protective Field.&#039;&#039;&#039; When you or another creature you can see within 30ft of you takes Damage, you can use your Reaction to expend one Psionic Energy Die, reducing the Damage taken by one roll of you Psionic Energy Die + your Intelligence Modifier, as you create a momentary shield of telekinetic force.&lt;br /&gt;
*&#039;&#039;&#039;Psionic Strike.&#039;&#039;&#039; You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30ft of you with a Weapon Attack, you can expend one Psionic Energy Die, dealing Force Damage to the target of the Attack equal to one roll of your Psionic Energy Die + your Intelligence Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Telekinetic Movement.&#039;&#039;&#039; You can move an object or a creature with your mind. As an Action, you target one loose object that is Large or smaller or one willing creature within 30ft of you that you can see, you can move it up to 30ft to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. You can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. You can expend a Psionic Energy die to use the Action again if you have no uses left.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Telekinetic Adept ====&lt;br /&gt;
&#039;&#039;7th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered new ways to use your telekinetic abilities in the following ways:&lt;br /&gt;
*&#039;&#039;&#039;Psi-Powered Leap.&#039;&#039;&#039; As a Bonus Action, you can propel your body with your mind. You gain a Flying Speed equal to twice your Walking Speed until the end of the current turn. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest, you can spend a Psionic Energy Die to use this Bonus Action if you have no uses remaining.&lt;br /&gt;
:&#039;&#039;&#039;Telekinetic Thrust.&#039;&#039;&#039; When you deal Damage to a target with your Psionic Strike, you can force the target to make a Strength Saving Throw with a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save, the target is knocked Prone and is pushed up to 10ft in any horizontal direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guarded Mind ====&lt;br /&gt;
&#039;&#039;10th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The psionic energy flowing through you has bolstered your mind. You gain Resistance to Psychic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can expend a Psionic Energy Die on your turn to end the Charmed and Frightened Conditions on yourself.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Bulwark of Force ====&lt;br /&gt;
&#039;&#039;15th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose a number of creatures equal to your Intelligence Modifier within 30ft of you. Each of the chosen creatures is protected by 1/2 Cover for 1 minute or until you’re Incapacitated. Once you use this feature, you cannot use it until you finish a Long Rest, unless you expend a Psionic Energy Die to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Telekinetic Master ====&lt;br /&gt;
&#039;&#039;18th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis Spell, requiring no Components, using Intelligence as your Spellcasting Ability. On each of your turns while you Concentrate on this Spell, including the turn when you cast it, you can make a single Weapon Attack as a Bonus Action. Once you cast the Spell with this feature, you can’t do so again until you finish a Long Rest, unless you expend a Psionic Energy Die to cast it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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== Rune Knight&#039;s League ==&lt;br /&gt;
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment.&lt;br /&gt;
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==== Bonus Proficiencies ====&lt;br /&gt;
&#039;&#039;3rd Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At 3rd level, you gain Proficiency with Smith’s Tools, and you learn to speak, read, and write Giant.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Rune Carver ====&lt;br /&gt;
&#039;&#039;3rd Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use magic runes to enhance your gear. You learn two Runes of your choice described at the end of this subclass. You learn an additional Rune at 7th, 10th, 15th, and 18th Level in this class. If a Rune has a Level requirement, you must be at least that Level in this class to learn the Rune.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you finish a Long Rest, you can touch a number of objects equal to the number of Runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your Rune remains on an object until you finish a Long Rest, and an object can bear only one of your Runes at a time. If a Rune requires a Saving Throw, your Rune Save DC equals 8 + your Constitution Modifier + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Giant’s Might ====&lt;br /&gt;
&#039;&#039;3rd Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned how to imbue yourself with the might of giants. As a Bonus Action, you magically gain the following benefits, which last for 1 minute:&lt;br /&gt;
*If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If you lack the room to become Large, your size doesn’t change.&lt;br /&gt;
*You have Advantage on Strength Checks and Saving Throws.&lt;br /&gt;
*Once on each of your turns, one of your Weapon Attacks deals an additional 1d6 Damage.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses of it when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Runic Shield ====&lt;br /&gt;
&#039;&#039;7th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60ft of you is hit by an Attack Roll, you can use your Reaction to force the attacker to reroll the d20 and use the new roll.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Great Stature ====&lt;br /&gt;
&#039;&#039;10th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while your Giant&#039;s Might is active and you hit on a Weapon Attack, you roll the Weapon&#039;s Damage Die an additional time and add it to the Damage Roll. Also the extra damage you deal with the Giant’s Might feature increases to 2d8&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Master of Runes ====&lt;br /&gt;
&#039;&#039;15th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can invoke each Rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Runic Juggernaut ====&lt;br /&gt;
&#039;&#039;18th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 3d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 10ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Runes ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Rune Knight&#039;s League Feature Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cloud Rune.&#039;&#039;&#039; This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Dexterity (Sleight of Hand) Checks and Charisma (Deception) Checks.&lt;br /&gt;
:In addition, when you or a creature you can see within 30ft of you is hit by an Attack, you can use your Reaction to invoke the Rune and choose a different creature within 30ft of you. The chosen creature becomes the target of the Attack, using the same roll. This magic can transfer the Attack’s effects regardless of the Attack’s Range. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Fire Rune.&#039;&#039;&#039; This Rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this Rune, you have Expertise in all Tools you had Proficiency in.&lt;br /&gt;
:In addition, when you hit a creature with a Weapon Attack, you can invoke the Rune to summon fiery shackles, causing the Attack to deal an additional 2d6 Fire Damage, and the target must succeed on a Strength Saving Throw or be Restrained for 1 minute. While Restrained by the shackles, the target takes 2d6 Fire Damage at the start of each of its turns. The target can repeat the Saving Throw at the end of each of its turns, banishing the shackles on a successful Save. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Frost Rune.&#039;&#039;&#039; This Rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Animal Handling) Checks and Charisma (Intimidation) Checks.&lt;br /&gt;
:In addition, you can invoke the Rune as a Bonus Action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all Ability Checks and Saving Throws that use Strength or Constitution. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Stone Rune.&#039;&#039;&#039; This Rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Insight) Checks, and you have Darkvision out to a range of 120ft.&lt;br /&gt;
:In addition, when a creature you can see ends its turn within 30ft of you, you can use your Reaction to invoke the Rune and force the creature to make a Wisdom Saving Throw. On a failed Save, the creature is Charmed by you for 1 minute. While Charmed in this way, the target&#039;s Speed is reduced to 0 and it is Incapacitated, descending into a dreamy stupor. The creature repeats the Saving Throw at the end of each of its turns, ending the effect on a success. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Hill Rune (7th Level or Higher).&#039;&#039;&#039; This Rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this Rune, you have Advantage on Saving Throws against being Poisoned, and you have Resistance against Poison Damage.&lt;br /&gt;
:In addition, you can invoke the Rune as a Bonus Action, gaining Resistance to Bludgeoning, Piercing, and Slashing Damage for 1 minute. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Storm Rune (7th Level or Higher).&#039;&#039;&#039; Using this Rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this Rune, you have Advantage on Intelligence (Arcana) Checks, and you can’t be Surprised as long as you aren’t Incapacitated.&lt;br /&gt;
:In addition, you can invoke the Rune as a Bonus Action to enter a prophetic state for 1 minute or until you’re Incapacitated. Until the state ends, when you or another creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to give the roll Advantage or Disadvantage (your choice). Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Samurai&#039;s League ==&lt;br /&gt;
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiency ====&lt;br /&gt;
&#039;&#039;3rd Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in two of the following Skills of your choice: History, Insight, Performance, or Persuasion. You also learn one Language of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Spirit ====&lt;br /&gt;
&#039;&#039;3rd Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your intensity in battle can shield you and help you strike true. As a Bonus Action you can give yourself Advantage on Weapon Attacks until the end of the current turn. When you do so, you also gain 5 Temporary Hit Points.&amp;lt;br&amp;gt;&lt;br /&gt;
The number of Temporary Hit Points increases when you reach certain Levels in this class, increasing to 10 at 10th Level and 15 at 15th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elegant Courtier ====&lt;br /&gt;
&#039;&#039;7th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) Check, you gain a Bonus to the Check equal to your Wisdom Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
Your self-control also causes you to gain Proficiency in Wisdom Saving Throws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tireless Spirit ====&lt;br /&gt;
&#039;&#039;10th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you end your turn without taking the Attack Action, you regain a use of your Fighting Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rapid Strike ====&lt;br /&gt;
&#039;&#039;15th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to trade accuracy for swift strikes. If you make a Weapon Attack with Advantage, you can forgo the Advantage for that Attack to make an additional Weapon Attack against the target of that Attack. You cannot do this more than once per turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strength Before Death ====&lt;br /&gt;
&#039;&#039;18th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your fighting spirit can delay the grasp of death. If you take would fall Unconscious from dropping to 0 Hit Points, you can use use your Reaction to delay falling Unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 Hit Points during that extra turn, taking damage causes Death Saving Throw failures as normal, and three Death Saving Throw failures can still kill you. When the extra turn ends, you fall Unconscious if you still have 0 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Steel Hawk&#039;s League ==&lt;br /&gt;
Powerful, nimble soldiers, Steel Hawks use explosive bursts of speed to launch themselves great distances in order to reach faraway threats. Despite their often heavy armor, those who follow this archetype leap and strike with the agility of seasoned assassins, becoming every inch the fearsome birds of prey their name would suggest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Launch ====&lt;br /&gt;
&#039;&#039;3rd Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to magically launch yourself with a mighty leap. While standing on a solid surface, you can use a Bonus Action to leap 15ft in any direction. When you reach 7th Level in this class, the leap’s distance becomes 30ft.&amp;lt;br&amp;gt;&lt;br /&gt;
You can’t use this feature if your Speed is 0, and if you leap completely horizontally, you still leap 1ft off the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
Leaping in this way doesn’t Provoke Opportunity Attacks, and if you fall immediately after using this leap, you can subtract up to 30ft from the fall when calculating Fall Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Leaping in this way can also strengthen your strikes by using the force of your momentum. If you make a Melee Weapon Attack during or immediately before or after this leap, you have Advantage on the Attack Roll and it deals an additional 1d8 Damage. At 10th Level, this extra Damage becomes 1d10, and at 18th Level, it becomes 1d12.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lancer ====&lt;br /&gt;
&#039;&#039;3rd Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are remarkably light on your feet and capable of counterbalancing even some of the most awkward of equipment. Lances have the Versatile property for you while you’re not mounted, dealing 1d8 Piercing Damage when held with one hand and 1d12 Piercing Damage when wielded with two hands. When you use your Launch and hit with a Melee Weapon Attack while wielding a Lance with one hand during or immediately before or after that leap, it counts as if you’re wielding it with two hands.&amp;lt;br&amp;gt;&lt;br /&gt;
Immediately before you make an Attack against a creature within 5ft of you using a Lance, you can move up to 5ft away from it, without provoking Opportunity Attacks from the target. You must be standing and have movement remaining in order to move in this way.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bird Caller ====&lt;br /&gt;
&#039;&#039;3rd Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to identify common birds by their calls, and you have Advantage on Wisdom (Animal Handling) Checks when interacting with any beast that has an innate Flying Speed. In addition, you gain the ability to cast the Animal Messenger Spell, but only as a Ritual, and only targeting a Beast that has an innate Flying Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Steel Grace ====&lt;br /&gt;
&#039;&#039;7th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Wearing armor doesn’t impose Disadvantage on your Dexterity (Stealth) Checks. In addition, whenever you make a Dexterity Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you can use your Launch as a Reaction. When you do so, you take no Damage on a successful Save, and only half Damage on a failed Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eagle Eye ====&lt;br /&gt;
&#039;&#039;10th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack made during or immediately before or after or your Launch has its Crit Range increased by 1. If you hit a flying creature with this Attack, it must also make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failed Save, the target&#039;s Speed is reduced to 0 until the start of its next turn and it falls to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you gain Proficiency and Expertise in Perception.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Predatory Lance ====&lt;br /&gt;
&#039;&#039;15th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on Initiative Rolls, and when you roll Initiative you can use your Launch as a Free Action without expending a use of the feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Launch ====&lt;br /&gt;
&#039;&#039;18th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack immediately after, before, or during your Launch, it must also succeed on a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you can push yourself beyond your normal limits when you use your Launch. When you do, your leap can total a maximum of 120ft, instead of 30ft, and you don’t suffer any Damage from falling after the leap. Additionally, you deal twice as much Damage to any creatures you Attack during this Launch. However, after you use this enhanced Launch, you suffer one level of Exhaustion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Fighter&amp;diff=1643</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Fighter&amp;diff=1643"/>
		<updated>2022-11-21T02:16:19Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: Deleted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fighter =&lt;br /&gt;
A Triton in clanging plate armor holds her shield before her as she runs toward the massed zombies. An Otterfolk behind her, clad in studded leather armor, peppers the zombies with arrows loosed from his exquisite bow. The Treant nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Kalashtari in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a Grung in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.&amp;lt;br&amp;gt;&lt;br /&gt;
All of these heroes are fighters, perhaps the most diverse adventurer. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Fighting Style, Second Wind || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Action Surge || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Martial League || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Extra Attack || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Ability Score Improvement || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || Martial League Feature || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || Indomitable (Once) || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Martial League Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Extra Attack || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || Indomitable (Twice) || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Ability Score Improvement || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || Martial League Feature || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || Endless Action, Indomitable (Thrice) || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Martial League Feature || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Extra Attack || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d10 per Fighter Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 10 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d10 (or 6) + your Constitution Modifier per Fighter Level after 1st.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, Heavy Armor, and Shields.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Constitution.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; Chain Mail or Leather and a Longbow, a Round Shield or a Simple Weapon or a Martial Weapon, a Simple Weapon or a Martial Weapon, a Light Crossbow or two Handaxes, and one Equipment Pack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Style ====&lt;br /&gt;
&#039;&#039;1st Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing Armor, you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Great Weapon Fighting.&#039;&#039;&#039; When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.&lt;br /&gt;
*&#039;&#039;&#039;Improvised Fighting.&#039;&#039;&#039; You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.&lt;br /&gt;
*&#039;&#039;&#039;Interception.&#039;&#039;&#039; When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.&lt;br /&gt;
*&#039;&#039;&#039;Pit Fighting.&#039;&#039;&#039; You have trained to fight with obscure, and underrated weapons, gaining the following weapons:&lt;br /&gt;
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.&lt;br /&gt;
:*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.&lt;br /&gt;
:*For you, Nets now deal 1d6 Bludgeoning Damage.&lt;br /&gt;
:*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that Attack.&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Strongbow.&#039;&#039;&#039; You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Wind ====&lt;br /&gt;
&#039;&#039;1st Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter Level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Action Surge ====&lt;br /&gt;
&#039;&#039;2nd Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action. You can use this feature no more than once on each of your turns, and can use it a total number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Martial League ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the following Martial Leagues that you strive to emulate in your combat styles and techniques.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Martial Leagues&lt;br /&gt;
|-&lt;br /&gt;
! Martial League !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Archer&#039;s League || 3 || You use various magical shots to strike down your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Banneret&#039;s League || 2 || You inspire your allies as you lead the charge in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Barrier&#039;s League || 3 || You grow a coral coating of armor as you embody the tides.&lt;br /&gt;
|-&lt;br /&gt;
| Battle Master&#039;s League || 3 || You use a variety of maneuvers to tactically gain control of the battlefield.&lt;br /&gt;
|-&lt;br /&gt;
| Cavalier&#039;s League || 2 || You charge hold the line, marking, warding, and showing your wrath to anyone who comes close to breaking through.&lt;br /&gt;
|-&lt;br /&gt;
| Champion&#039;s League || 1 || You become an insurmountable force in combat due to your pure martial prowess.&lt;br /&gt;
|-&lt;br /&gt;
| Echo Knight&#039;s League || 4 || You summon copies of yourself from potential timelines to distract your enemies and to strike them down.&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Knight&#039;s League || 4 || You harness magic channeled through your blades to crush your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Meteor Knight&#039;s League || 3 || You use graviturgy magic to fire projectiles at nearby foes.&lt;br /&gt;
|-&lt;br /&gt;
| Minuteman&#039;s League || 2 || You become an expert at leveraging every advantage you can to gain the upper-hand.&lt;br /&gt;
|-&lt;br /&gt;
| Psi Warrior&#039;s League || 4 || You use your psionic powers to guard your allies and smite your foes.&lt;br /&gt;
|-&lt;br /&gt;
| Rune Knight&#039;s League || 4 || You harness the runes of giants to enchant your weapons and armor while embodying their size.&lt;br /&gt;
|-&lt;br /&gt;
| Samurai&#039;s League || 2 || You masterfully command your will to grow your strength and vitality in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Steel Hawk&#039;s League || 3 || You launch yourself through the air at your foes while expertly wielding lances.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
&#039;&#039;4th, 6th, 8th, 12th, 14th, 16th, and 19th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th, 11th, and 20th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can perform an additional Attack as part of the Attack Action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indomitable ====&lt;br /&gt;
&#039;&#039;9th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Beginning at 9th level, when you fail a Saving Throw, you can choose to succeed instead. Once you use this feature, you cannot do so again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
At certain Levels in this class you can use this feature more times, you can use its twice between Long Rests at 13th Level, and three times between Long Rests at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Endless Action ====&lt;br /&gt;
&#039;&#039;17th Level Fighter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Also at 17th level, Instead of being able to use Action Surge a number of times equal to your Proficiency Bonus between Long Rests, you can now use it a number of times equal to twice your Proficiency Bonus between Long Rests.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Martial Leagues =&lt;br /&gt;
== Arcane Archer&#039;s League ==&lt;br /&gt;
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Archer Lore ====&lt;br /&gt;
&#039;&#039;3rd Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn magical theory or some of the secrets of nature. You gain Proficiency in either the Arcana or the Nature skill (your choice), and you learn the Prestidigitation and the Druidcraft cantrips.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Shot ====&lt;br /&gt;
&#039;&#039;3rd Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice detailed at the end of this subclass.&amp;lt;br&amp;gt;&lt;br /&gt;
When you make an Attack with a Ranged Weapon, as part of that Attack, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses of it when you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th Level. Each option also improves when you reach 18th Level in this class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magic Arrow ====&lt;br /&gt;
&#039;&#039;7th Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to infuse your attacks with magic. Your Ranged Weapon Attacks count as Magical for the purpose of overcoming Resistance and Immunity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Curving Shot ====&lt;br /&gt;
&#039;&#039;7th Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to direct an errant arrow toward a new target. When you make an Attack Roll with a Ranged Weapon Attack and miss, you can use a Bonus Action to reroll the Attack Roll against a different target within 60ft of the original target.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ever-Ready Shot ====&lt;br /&gt;
&#039;&#039;15th Level Arcane Archer&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your magical archery is available constantly. Whenever you end your turn without taking the Attack Action, you regain one use of your Arcane Shot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Shot Options ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Arcane Archer&#039;s League Options&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
All Arcane Shots are magical effects. If an option requires a Saving Throw it uses your Shot Save DC which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus.&lt;br /&gt;
*&#039;&#039;&#039;Banishing Arrow.&#039;&#039;&#039; You use abjuration magic to try to temporarily banish your target to a harmless demi-plane. The creature hit by the Attack must also succeed on a Charisma Saving Throw or be banished. While banished in this way, the target’s Speed is 0, and it is Incapacitated. At the end of its next turn, the target reappears in the space it previously occupied or in the nearest unoccupied space if that space is occupied. After you reach 18th Level in this class, the target also takes 2d6 Force Damage when the Attack hits it.&lt;br /&gt;
*&#039;&#039;&#039;Beguiling Arrow.&#039;&#039;&#039; Your enchantment magic causes this attack to temporarily beguile its target. The creature hit by the Attack takes an extra 2d6 Psychic Damage, you then choose one creature within 30ft of the target. The target must succeed on a Wisdom Saving Throw, or be Charmed by the chosen creature until the start of your next turn. This effect ends early if the chosen creature attacks the Charmed creature, deals Damage to it, or forces it to make a Saving Throw. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Bursting Arrow.&#039;&#039;&#039; You imbue your arrow with force energy. Immediately after the Attack hits the creature, the target and all other creatures within 10ft of it take 2d6 Force Damage each. The Force Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Enfeebling Arrow.&#039;&#039;&#039; You weave necromantic magic into your attack. The creature hit by the Attack takes an extra 2d6 Necrotic Damage. The target must also succeed on a Constitution Saving Throw, on a failed Save, the target&#039;s Damage dealt by its Weapon Attacks is halved until the start of your next turn. The Necrotic Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Grasping Arrow.&#039;&#039;&#039; When this attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the Attack takes an extra 2d6 Poison Damage, its Speed is reduced by 10ft, and it takes 2d6 Slashing Damage the first time it moves on each of its turns. The target or any creature that can reach it can use its Action to remove the brambles with a successful Strength (Athletics) Check against your Shot Save DC. Otherwise, the brambles last for 1 minute or until you use this Arcane Shot again. The Poison Damage and Slashing damage both increase to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Piercing Arrow.&#039;&#039;&#039; You use transmutation magic to give your attack an ethereal quality. When you use this Arcane Shot, you don’t make an Attack Roll for the Attack. Instead, the arrow shoots forward in a 1x30ft Emanated Line, before disappearing. The Attack passes harmlessly through objects, ignoring Cover. Each creature in that line must make a Dexterity Saving Throw. On a failed Save, a creature takes Damage as if it were hit by the Attack, plus an extra 1d6 Piercing Damage. On a successful Save, a target takes half as much Damage. The Piercing Damage increases to 2d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Seeking Arrow.&#039;&#039;&#039; Using divination magic, you grant your attack the ability to seek out a target. When you use this Arcane Shot, you don’t make an Attack Roll for this Arcane Shot. Instead, choose one creature you have seen in the past minute. The attack flies toward that creature, moving around corners if necessary and ignoring 3/4 Cover and 1/2 Cover. If the target is within the Weapon’s Range and there is a path large enough for the attack to travel to the target, the target must make a Dexterity Saving Throw. Otherwise, the Weapon or Ammunition reappears in one of your free hands, at your feet, or in a storage container after traveling as far as it can. On a failed Save, the target takes Damage as if it were hit by the Attack, plus an extra 1d6 Force Damage, and you learn the target’s current location. On a successful Save, the target takes half as much Damage, and you don’t learn its location. The Force Damage increases to 2d6 when you reach 18th Level in this class.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Arrow.&#039;&#039;&#039; You weave illusion magic into your arrow, causing it to obscure your foe’s vision with shadows. The creature hit by the Attack takes an extra 2d6 Psychic Damage, and it must succeed on a Wisdom Saving Throw or be unable to see anything farther than 5ft away from itself until the start of your next turn. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Banneret&#039;s League ==&lt;br /&gt;
Pledged to protect the crown, Banneret Fighters take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.&amp;lt;br&amp;gt;&lt;br /&gt;
A Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.&amp;lt;br&amp;gt;&lt;br /&gt;
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rallying Cry ====&lt;br /&gt;
&#039;&#039;3rd Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to inspire your allies to fight on past their injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Second Wind, all creatures of your choice within 60ft of you regain a number of Hit Points equal to your Fighter Level + your Charisma Modifier and have Advantage on their next Attack Roll before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Royal Envoy ====&lt;br /&gt;
&#039;&#039;3rd Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A Banneret serves as an envoy of the crown. Knights of high standing are expected to conduct themselves with grace. You gain Proficiency and Expertise in the Persuasion Skill as well as one of the following Skills of your choice: Animal Handling, Insight, Intimidation, or Performance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Resolute Will ====&lt;br /&gt;
&#039;&#039;7th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are a steadfast rock in the face of danger. While you are not Incapacitated, you and all creatures of your choice within 30ft of you have Advantage on Saving Throws against and on ending the Frightened Condition. Additionally, you can use an Action to end the Frightened Condition on yourself or a creature within 30ft of you. When you attempt to end the Frightened Condition on a creature other than yourself, you must make a Charisma (Persuasion) Check against the DC of the initial Save made to resist the Frightened Condition. If there was no initial Saving Throw to resist there Frightened Condition, then this feature cannot be used to end the Condition on another creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inspiring Surge ====&lt;br /&gt;
&#039;&#039;10th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Action Surge, you can choose up to two creatures of your choice within 60ft of you that can see or hear you. Each of those creatures can use their Reaction to immediately move up to their Speed and take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bulwark ====&lt;br /&gt;
&#039;&#039;15th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When friendly creatures within 30ft of you are forced to make a Saving Throw, you can use your Reaction to grant that creature Advantage on the Saving Throw. You can give this benefit to a number of creatures equal to your Charisma modifier. If a creature would take Damage from failing the Save and half as much from succeeding the Save, the creature&#039;s you give Advantage only take half Damage on a failed Save and take no Damage on a successful Save. Once you use this feature you cannot use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lead the Charge ====&lt;br /&gt;
&#039;&#039;18th Level Banneret&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are a leader from the front lines, inspiring your allies to continue the fight. You can use a Bonus Action on your turn to grant a creature within 60ft of you that can see or hear you Temporary Hit Points equal to 5 + your Charisma Modifier and Advantage on their next Attack Roll.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Barrier&#039;s League ==&lt;br /&gt;
Warriors who draw power from the tropical waters, Barriers harness the primal magic of the reef to don a spiked armor made of living creatures. Because of their connection to the natural world and potent martial prowess, Barriers are commonly fielded as champions and defenders among coastal cultures for their unbreakable endurance and ability to defend their companions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mantle of Coral ====&lt;br /&gt;
&#039;&#039;3rd Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action on your turn to create a suit of magical living Armor around you, which lasts for 1 minute. You can create this Armor on top of any existing Armor you are wearing. While you have this Armor, you gain the following benefits:&lt;br /&gt;
*Your AC can’t be less than 16.&lt;br /&gt;
*If a creature within 5ft of you hits you with a Melee Attack, that creature takes 1d4 Magical Piercing Damage. The first time a creature takes this Damage on a turn, its Speed is reduced by 10ft until the end of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expel Toxin ====&lt;br /&gt;
&#039;&#039;3rd Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You take on the natural healing properties of coral, and can use it to expel yourself of poisons. When you use your Second Wind while your Mantle of Coral is active, your Armor deals an additional 1d6 Poison Damage until the end of your next turn, and you become cured of one Disease or Poison affecting you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fed by the Sun ====&lt;br /&gt;
&#039;&#039;7th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can draw upon the light of the sun to nourish and sustain yourself. If you spend 1 hour in bright sunlight, you regain Hit Points equal to your Constitution Modifier, and gain enough nourishment to sustain yourself for one day.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== One With The Waves ====&lt;br /&gt;
&#039;&#039;7th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You become attuned to the seas from which you draw your power from. You gain the ability to breathe underwater and you gain a Swimming Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bristling Defense ====&lt;br /&gt;
&#039;&#039;10th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature that you can see hits you with a Melee Attack while your Mantle of Coral is active, you can use your Reaction to conjure bristling spines from your Armor. When you do this, you halve the Attack’s Damage, and the attacker takes additional Magical Piercing Damage equal to your Fighter Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tactically Blank Mind ====&lt;br /&gt;
&#039;&#039;15th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can cause your mind to become barely sentient or active as is the case in actual coral. When you use your Mantle of Coral, you can choose to lose your Intelligence, Wisdom, and Charisma Scores while that use of your Mantle of Coral is active. While in this state, you cannot willingly make Intelligence, Wisdom, or Charisma Checks, and any effect that would force you to make an Intelligence, Wisdom, or Charisma Saving Throw or Check has no affect on you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Barrier Reef ====&lt;br /&gt;
&#039;&#039;18th Level Barrier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Mantle of Coral increases in potency and protective power. When you activate your Mantle of Coral, you gain Temporary Hit Points equal to your Fighter Level, which last until your Mantle of Coral ends. Additionally, the Piercing Damage dealt by your Mantle of Coral increases to 2d6, and a creature that takes this Damage has its Speed reduced to 0 until the end of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, your Mantle of Coral and Bristling Defense Features now also effect Ranged Attacks instead of just Melee Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battle Master&#039;s League ==&lt;br /&gt;
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Superiority ====&lt;br /&gt;
&#039;&#039;3rd Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn maneuvers that are fueled by special dice called Superiority Dice.&lt;br /&gt;
*&#039;&#039;&#039;Maneuvers.&#039;&#039;&#039; You learn three Maneuvers of your choice, which are detailed at the end of this subclass. Many Maneuvers enhance an attack in some way. You can use only one Maneuver per Attack. You learn two additional Maneuvers of your choice at 7th, 10th, 15th, and 18th Level.&lt;br /&gt;
*&#039;&#039;&#039;Superiority Dice.&#039;&#039;&#039; You have a number of Superiority Dice, which are d8s, equal to four times your Proficiency Bonus. You regain all of your expended Superiority Dice when you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws.&#039;&#039;&#039; Any Ability Check or Saving Throw required by your Maneuvers uses your Maneuver Save DC which has a DC of 8 + your Strength or Dexterity Modifier (whichever is higher) + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Student of War ====&lt;br /&gt;
&#039;&#039;3rd Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in History and one type of Artisan’s Tools of your choice. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Know Your Enemy ====&lt;br /&gt;
&#039;&#039;7th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you spend at least 1 minute observing or interacting with another creature outside combat, or as an Action in combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:&lt;br /&gt;
*One of the target&#039;s Ability Scores&lt;br /&gt;
*The target&#039;s Armor Class&lt;br /&gt;
*The target&#039;s current and maximum Hit Points as well as any Temporary Hit Points it may have.&lt;br /&gt;
*The target&#039;s total class Levels (if any).&lt;br /&gt;
*The target&#039;s total Fighter class Levels (if any).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Combat Superiority ====&lt;br /&gt;
&#039;&#039;10th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Superiority Dice are now d10s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Relentless ====&lt;br /&gt;
&#039;&#039;15th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn if you have no Superiority Dice left, you regain two expended Superiority Dice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Combat Superiority ====&lt;br /&gt;
&#039;&#039;18th Level Battle Master&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Superiority Dice are now d12s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Maneuvers ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Battle Master&#039;s League Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ambush.&#039;&#039;&#039; When you make a Dexterity (Stealth) Check or an Initiative Roll, you can expend one Superiority Die and add the die to the result.&lt;br /&gt;
*&#039;&#039;&#039;Bait and Switch.&#039;&#039;&#039; When you’re within 5ft of a creature on your turn, you can expend one Superiority Die and 5ft of movement and switch places with that creature, provided you spend at least 5ft of movement and the creature is willing and isn’t Incapacitated. This movement doesn’t provoke Opportunity Attacks. Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.&lt;br /&gt;
*&#039;&#039;&#039;Brace.&#039;&#039;&#039; When a creature you can see moves into your Reach while you are wielding a Melee Weapon, you can use your Reaction to expend one Superiority Die and make a single Melee Weapon Attack against that creature. If the attack hits, add the Superiority Die to the Weapon’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Commander’s Strike.&#039;&#039;&#039; When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do, choose one creature that can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one Weapon Attack, adding the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Commanding Presence.&#039;&#039;&#039; When you make a Charisma or Strength (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) Check, you can expend one Superiority Die and add the Superiority Die to the ability check.&lt;br /&gt;
*&#039;&#039;&#039;Disarming Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the Superiority Die to the Attack’s Damage Roll, and the target must make a Strength Saving Throw. On a failed Save, the target drops the object you choose. The object lands at the creature&#039;s feet.&lt;br /&gt;
*&#039;&#039;&#039;Distracting Strike.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to distract the creature, giving your allies an opening. You add the Superiority Die to the Attack’s Damage Roll. The next Attack Roll made against the target by a creature other than you before the start of your next turn has Advantage.&lt;br /&gt;
*&#039;&#039;&#039;Evasive Footwork.&#039;&#039;&#039; When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.&lt;br /&gt;
*&#039;&#039;&#039;Feinting Attack.&#039;&#039;&#039; You can expend one Superiority Die as a Bonus Action and choose one creature within 5ft of you. You have Advantage on your next Attack Roll against that creature this turn. If that Attack hits, add the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Goading Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to goad the target into attacking you. You add the Superiority Die to the Attack’s Damage Roll and forge the target to make a Wisdom Saving Throw. On a failed Save, the target has Disadvantage on all Attack Rolls against targets other than you until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Grappling Strike.&#039;&#039;&#039; Immediately after you hit a creature with a Melee Attack on your turn, you can expend one Superiority Die and make a Grapple Attack as a Free Action, adding the Superiority Die to your Strength (Athletics) Check.&lt;br /&gt;
*&#039;&#039;&#039;Lunging Attack.&#039;&#039;&#039; When you make a Melee Weapon Attack on your turn, you can expend one Superiority Die to increase your Reach for that Attack by 5ft. If you hit, you add the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Maneuvering Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to maneuver one of your comrades into a more advantageous position. You add the Superiority Die to the Attack’s Damage Roll and you choose a creature that can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking Opportunity Attacks from the target of your attack.&lt;br /&gt;
*&#039;&#039;&#039;Menacing Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to frighten the target. You add the Superiority Die to the Attack’s Damage Roll, and the target must make a Wisdom Saving Throw. On a failed Save, it is Frightened of you until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Parry.&#039;&#039;&#039; When another creature deals Damage to you with a Melee Attack, you can use your Reaction and expend one Superiority Die to reduce the Damage dealt by the number you rolled on your Superiority Die + your Dexterity Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Precision Attack.&#039;&#039;&#039; When you miss on a Weapon Attack, you can expend one Superiority Die to add it to the Attack Roll.&lt;br /&gt;
*&#039;&#039;&#039;Pushing Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to drive the target back. You add the Superiority Die to the Attack’s Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you push the target up to 15ft away from you.&lt;br /&gt;
*&#039;&#039;&#039;Quick Toss.&#039;&#039;&#039; As a Bonus Action you can expend one Superiority Die and make a Ranged Attack with a Thrown Weapon. You can draw the Weapon as part the Attack. If you hit, you add the Superiority Die to the Weapon’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Rally.&#039;&#039;&#039; As a Bonus Action you can expend one Superiority Die to bolster the resolve of one of your companions. When you do so, choose a willing creature that can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die Roll + your Charisma Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Riposte.&#039;&#039;&#039; When a creature misses you with a Melee Attack, you can use your Reaction and expend one Superiority Die to make a Melee Weapon Attack against the creature. If you hit, you add the Superiority Die to the Attack’s Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Sweeping Attack.&#039;&#039;&#039; When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Assessment.&#039;&#039;&#039; When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one Superiority Die and add the Superiority Die to the Ability Check.&lt;br /&gt;
*&#039;&#039;&#039;Trip Attack.&#039;&#039;&#039; When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to knock the target down. You add the Superiority Die to the Attack’s Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you knock the target Prone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cavalier&#039;s League ==&lt;br /&gt;
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiency ====&lt;br /&gt;
&#039;&#039;3rd Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in one of the following Skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Additionally, you learn one Language of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Born to the Saddle ====&lt;br /&gt;
&#039;&#039;3rd Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your mastery as a rider becomes apparent. You have Advantage on Saving Throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10ft, you do not fall Prone if you aren&#039;t Incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, mounting or dismounting a creature costs you only 5ft of movement, rather than half your Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unwavering Mark ====&lt;br /&gt;
&#039;&#039;3rd Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a Melee Weapon Attack, you can mark the creature until the end of your next turn. This mark ends early if you are Incapacitated or you fall Unconscious.&amp;lt;br&amp;gt;&lt;br /&gt;
While the marked creature is within 5ft of you, that creature has Disadvantage on any Attack Roll that doesn’t target you.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, if a creature marked by you deals Damage to any creature other than you, you can make a special Melee Weapon Attack against the marked creature as a Bonus Action on your next turn. You have Advantage on this Attack Roll, and the Attack deals additional Damage equal to half your Fighter Level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can make use this special Attack a number of times equal to your Proficiency Bonus regaining all expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warding Maneuver ====&lt;br /&gt;
&#039;&#039;7th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5ft of you is hit by an Attack, as a Reaction if you are wielding a Melee Weapon or Shield, you add a d8 to the creature&#039;s AC. If the Attack hits, the Attack&#039;s Damage is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hold the Line ====&lt;br /&gt;
&#039;&#039;10th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You become a master of locking down your enemies. Creatures provoke an Opportunity Attack from you when they move 5ft or more while within your Reach. Additionally, if you hit a creature with an Opportunity Attack, the target’s speed is reduced to 0 until the end of the current turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ferocious Charger ====&lt;br /&gt;
&#039;&#039;15th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can run down your foes, whether you’re mounted or not. Once on each of your turns, ff you move at least 10ft in a straight line right before you Hit a creature with a Weapon Attack, that creature must make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vigilant Defender ====&lt;br /&gt;
&#039;&#039;18th Level Cavalier&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You respond to danger with extraordinary vigilance. Once per turn you can make an Opportunity Attack as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Champion&#039;s League ==&lt;br /&gt;
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Critical ====&lt;br /&gt;
&#039;&#039;3rd Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Crit Range increases by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you hit on an Attack Roll, you can choose to make it a Critical Hit. You can do this a number of times equal to half your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Remarkable Athlete ====&lt;br /&gt;
&#039;&#039;7th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can add half your Proficiency Bonus (rounded up) to any Strength, Dexterity, or Constitution Checks you make that you aren&#039;t Proficient in.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition you gain a Climbing and Swimming Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Additional Fighting Style ====&lt;br /&gt;
&#039;&#039;10th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing Armor, you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Great Weapon Fighting.&#039;&#039;&#039; When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.&lt;br /&gt;
*&#039;&#039;&#039;Improvised Fighting.&#039;&#039;&#039; You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.&lt;br /&gt;
*&#039;&#039;&#039;Interception.&#039;&#039;&#039; When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.&lt;br /&gt;
*&#039;&#039;&#039;Pit Fighting.&#039;&#039;&#039; You have trained to fight with obscure, and underrated weapons, gaining the following weapons:&lt;br /&gt;
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.&lt;br /&gt;
:*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.&lt;br /&gt;
:*For you, Nets now deal 1d6 Bludgeoning Damage.&lt;br /&gt;
:*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that Attack.&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Strongbow.&#039;&#039;&#039; You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Superior Critical ====&lt;br /&gt;
&#039;&#039;15th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Crit Range increases by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your Weapon Attacks deal additional Damage equal to your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Survivor ====&lt;br /&gt;
&#039;&#039;18th Level Champion&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain a number of Hit Points equal to 5 + your Constitution Modifier. You don’t gain this benefit if you have 0 Hit Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Echo Knight&#039;s League ==&lt;br /&gt;
A mysterious and feared frontline warrior, the Echo Knight has mastered the art of using Khaagaazh to summon the fading shades of unrealized creation to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Manifest Echo ====&lt;br /&gt;
&#039;&#039;3rd Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to magically manifest an echo of yourself in an unoccupied space you can see within 15ft of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a Free Action, until you manifest another echo, or until you’re Incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Echo has an AC of 14 + your Proficiency Bonus, 1 Hit Point, and Immunity to all Conditions. If it is forced to make a Saving Throw, it uses your Saving Throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30ft in any direction as a Free Action. If your Echo is ever more than 30ft from you at the end of your turn, it is destroyed. You can use the Echo in the following ways:&lt;br /&gt;
*As a Bonus Action, you can teleport, magically swapping places with your Echo by spending 15ft of movement.&lt;br /&gt;
*You can make Attacks as if you were in the Echo&#039;s space.&lt;br /&gt;
*When a creature that you can see within 5ft of your Echo moves at least 5ft away from it, you can use your Reaction to make an Opportunity Attack against that creature as if you were in the Echo’s space.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unleash Incarnation ====&lt;br /&gt;
&#039;&#039;3rd Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can heighten your echo’s fury. Whenever you take the Attack Action, you can make one additional Weapon Attack from the Echo’s space.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Echo Avatar ====&lt;br /&gt;
&#039;&#039;7th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can temporarily transfer your consciousness to your Echo. As an Action, you can see through your Echo’s eyes and hear through its ears. During this time, you are Deafened and Blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time as a Free Action. While your echo is being used in this way, it can be up to 1,000ft away from you without being destroyed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shadow Martyr ====&lt;br /&gt;
&#039;&#039;10th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make your Echo throw itself in front of an Attack directed at another creature that you can see. Before the Attack Roll is made, you can use your Reaction to teleport the Echo to an unoccupied space within 5ft of the targeted creature. The Attack Roll that triggered the Reaction is instead made against your Echo.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Reclaim Potential ====&lt;br /&gt;
&#039;&#039;15th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve learned to absorb the fleeting magic of your Echo. When your Echo is destroyed by taking Damage, you gain a number of Temporary Hit Points equal to 2d6 + your Constitution Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legion of One ====&lt;br /&gt;
&#039;&#039;18th Level Echo Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action to create two Echoes with your Manifest Echo feature, these Echoes can coexist. If you try to create a third Echo, the previous two Echoes are destroyed. Anything you can do from one Echo’s position can be done from the other’s instead. In addition, you can use an Action to regain a use of Unleash Incarnation.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eldritch Knight&#039;s League ==&lt;br /&gt;
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
&#039;&#039;3rd Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; An Arcane Focus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; You start knowing 3 Spells from the Wizard Spell List, two of which must be from the Evocation or Abjuration Schools. You learn additional Spells from the Wizard Spell List which can only be learnt from the Evocation or Abjuration Schools as shown in the following class table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spells known and spell slots per Level&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 2 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 2 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 2 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 2 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 2 || 5 || 4 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 2 || 6 || 4 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 2 || 6 || 4 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 3 || 7 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 3 || 8 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 3 || 8 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 3 || 9 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 3 || 10 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 3 || 10 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 3 || 11 || 4 || 3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 3 || 11 || 4 || 3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 3 || 11 || 4 || 3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3 || 12 || 4 || 3 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 3 || 13 || 4 || 3 || 3 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weapon Bond ====&lt;br /&gt;
&#039;&#039;3rd Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn a ritual that creates a magical bond between yourself and one Weapon. You perform the ritual over the course of 1 hour, which can be done during a Long Rest. The Weapon must be within your reach throughout the ritual, at the conclusion of which you touch the Weapon and forge the bond.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have bonded a Weapon to yourself, you can’t be disarmed of that Weapon unless you are Incapacitated. You can summon that Weapon as a Bonus Action on your turn, causing it to teleport instantly to your hand.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have a number of bonded Weapons equal to your Proficiency Bonus, if you attempt to bond to a Weapon that would exceed your maximum Bonded Weapons, you must break the bond with one of your other Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Bonded Weapon can also be used as your Spellcasting Focus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== War Magic ====&lt;br /&gt;
&#039;&#039;7th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Action to cast a Cantrip, you can make one Weapon Attack as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Strike ====&lt;br /&gt;
&#039;&#039;10th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to make your Weapon&#039;s strikes undercut a creature’s resistance to your spells. When you hit a creature with a Weapon Attack, that creature has Disadvantage on the next Saving Throw it makes against a Spell you cast before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Charge ====&lt;br /&gt;
&#039;&#039;15th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to teleport up to 30ft to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved War Magic ====&lt;br /&gt;
&#039;&#039;18th Level Eldritch Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Action to cast a Spell, you can make a single Weapon Attack as a Bonus Action. Additionally, when you use an Action to cast a Cantrip, you can make two Weapon Attacks as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Meteor Knight&#039;s League ==&lt;br /&gt;
Some Fighters are naturally in tune with Graviturgy Magic, but do not posses the desire or power to become full fledged Graviturgy Wizards, instead using their skills as Fighters to harness this power. These Fighters become Meteor Knights.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Satellite Mastery ====&lt;br /&gt;
&#039;&#039;3rd Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can magically bind a number of missiles to you up to your Proficiency Bonus. You can bind a missile, such as a Dart, Sling Bullet, Crossbow bolt, or similar object to you using an Action. You must be touching the object to bind it. If you bind another missile when you already have the maximum number bound to you, a different missile of your choice ceases to be bound. A bound missile is called a Satellite.&amp;lt;br&amp;gt;&lt;br /&gt;
You can mentally command any number of Satellites to hover and orbit around your body or drop into your hand, quiver, or similar container. Doing so can be done as an Object Interaction.&amp;lt;br&amp;gt;&lt;br /&gt;
While you have at least one Satellite orbiting you, you can use a Bonus Action to make a Ranged Spell Attack with it, sending it magically hurtling toward a target that you can see within 30ft of you. Intelligence is your Ability Modifier for this Attack, and you are Proficient with it.&amp;lt;br&amp;gt;&lt;br /&gt;
On a hit, the Satellite deals Bludgeoning or Piercing damage (depending on the shape of the missile) equal to 1d4 + your Intelligence Modifier. Being within 5ft of a hostile creature doesn’t impose Disadvantage on this Attack.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 10th Level in this class, the range of this Spell Attack increases to 60ft.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use an Action to cause all Satellites within 120ft of you to return to you, flying back into your orbit or into your open hand or similar container you are carrying (your choice). When these satellites return to you, they fly in the most direct route to do so, weaving around corners, walls, and objects in their way to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
Any creatures your Satellites pass through must make a Dexterity Saving Throw, taking your Satellite&#039;s damage on a failed Save, but stopping the Satellite&#039;s flight, dropping to the ground and not returning to you. On a successful Save, the creature takes no damage and the Satellite keeps flying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Damage of your satellites increases when you reach certain Levels in this class: 10th Level (2d4) and 18th Level (3d4).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Reduce Gravity ====&lt;br /&gt;
&#039;&#039;3rd Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can cause the pull of gravity on you to lessen. You learn the Feather Fall and Jump Spells. At 10th Level in this class, you also learn the Levitate Spell. When you cast one of these Spells, you can target only yourself, and the Spell doesn’t require Material Components.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast each of these Spells once with this feature, and once you cast a Spell in this way, you can’t do so again until you finish a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 15th Level in this class, you can cast the Feather Fall and Jump Spells in this way at will. Intelligence is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Course Correct ====&lt;br /&gt;
&#039;&#039;7th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your control over your bound missiles can be exerted over others that come near you. When a launched missile (that’s light enough to be a satellite for you) comes within 10ft of you, you can use your Reaction to attempt to alter its course or ensnare it, making a contested Intelligence Check against the original Attack Roll, adding your Proficiency Bonus to the Check. On a success, you can choose a new target for the Attack within 10ft of the original one, using the original Attack Roll to determine whether or not it hits the new target. Alternatively, on a success, you can cause the missile to become a Satellite for you, ending your control over another satellite if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Satellite Mastery ====&lt;br /&gt;
&#039;&#039;10th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can return a Satellite to your orbit when it misses its mark. Once on each of your turns when you miss with a Ranged Spell Attack using a Satellite, you can cause it to immediately fly back and return to your orbit. In addition, all Satellites within 120ft of you return to your orbit when you use your Action Surge. They return to your orbit either before or after the additional Action.&amp;lt;br&amp;gt;&lt;br /&gt;
When Satellites fly back to your in either of these ways, they follow the same rules as described in your Satellite Mastery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Increase Gravity ====&lt;br /&gt;
&#039;&#039;15th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve learned how to briefly adjust the way that gravity affects you, increasing your sturdiness and reducing that of your enemies. You have Advantage on any Ability Check or Saving Throw you make to resist being pushed, pulled, or knocked Prone. In addition, when you take the Shove Action, you add your Intelligence Modifier to the Ability check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Satellite Barrage ====&lt;br /&gt;
&#039;&#039;18th Level Meteor Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can send a bombardment of Satellites all at once. As an Action, you can make any number of Ranged Spell Attacks with your Satellites, up to the number of orbiting ones you have.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Minuteman&#039;s League ==&lt;br /&gt;
Some warriors, rather than specializing in a specific style of combat, attaining perfect skill and technique with that style, rather choose to sharpen their minds, reflexes and wills. These warriors are ready at a moments notice, always wary of surprise attacks and ambushes, able to lead groups quickly over long distances and performing deadly strikes against the unprepared. These Fighters are the Minutemen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Off Duty Watch ====&lt;br /&gt;
&#039;&#039;3rd Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose this archetype at 3rd level, you add your Proficiency Bonus to your Initiative Rolls. You also gain Proficiency with one Tool of your choice. Finally, you cannot be Surprised.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Call To Arms ====&lt;br /&gt;
&#039;&#039;3rd Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
your preparation for battle at any time has given you an edge in events leading up to and during combat.&amp;lt;br&amp;gt; &lt;br /&gt;
Creatures with an Initiative Score lower then yours have Disadvantage on Opportunity Attacks against you, and you ignore 1/2 Cover and 3/4 Cover while Attacking creatures with a lower Initiative Score then you.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, at the start of each round, you can reroll your Initiative, choosing to keep your old or new Initiative Score. You can reroll your Initiative a number of times equal to your Proficiency Bonus regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Courier ====&lt;br /&gt;
&#039;&#039;7th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your training and preparation has paid off. &amp;lt;br&amp;gt;&lt;br /&gt;
While traveling, you and all creatures of your choice traveling with you can travel for 12 hours before the travel becomes a Forced March, allowing the group to generally travel 36 miles per travel day as opposed to 24 miles. You also gain Proficiency with Drums as a Musical Instrument.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain Proficiency in Dexterity Saving Throws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fool Me Once ====&lt;br /&gt;
&#039;&#039;10th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on all Attacks against creatures which have not yet taken a turn combat, and you do not provoke Opportunity Attacks from these creatures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A Bird In The Hand ====&lt;br /&gt;
&#039;&#039;15th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per turn after you miss a target with an Attack, you can expend one use of your Call To Arms to instead reroll the Attack. You cannot do this in a round during which you rerolled your Initiative.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dedication To The Cause ====&lt;br /&gt;
&#039;&#039;18th Level Minuteman&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your loyalty to the cause has resolved your spirit. Your Call to Arms now has an unlimited amount of uses.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you roll Initiative at the start of combat, you gain a number of Temporary Hit Points equal to your Fighter Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psi Warrior&#039;s League ==&lt;br /&gt;
Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many Kalashtari and Gem Dragonwrought train to become such warriors.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Psionic Power ====&lt;br /&gt;
&#039;&#039;3rd Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy Dice, which are each a d6. You have a number of these dice equal to twice your Proficiency Bonus, and they are expended to fuel various psionic powers you have, which are detailed below.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain all expended Psionic Energy Dice when you finish a Long Rest. In addition, as an Action you can regain all expended Psionic Energy Dice once per Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach certain Levels in this class, the size of your Psionic Energy Dice increases: at 5th Level (d8), 11th Level (d10), and 17th Level (d12). The powers below use your Psionic Energy Dice:&lt;br /&gt;
*&#039;&#039;&#039;Protective Field.&#039;&#039;&#039; When you or another creature you can see within 30ft of you takes Damage, you can use your Reaction to expend one Psionic Energy Die, reducing the Damage taken by one roll of you Psionic Energy Die + your Intelligence Modifier, as you create a momentary shield of telekinetic force.&lt;br /&gt;
*&#039;&#039;&#039;Psionic Strike.&#039;&#039;&#039; You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30ft of you with a Weapon Attack, you can expend one Psionic Energy Die, dealing Force Damage to the target of the Attack equal to one roll of your Psionic Energy Die + your Intelligence Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Telekinetic Movement.&#039;&#039;&#039; You can move an object or a creature with your mind. As an Action, you target one loose object that is Large or smaller or one willing creature within 30ft of you that you can see, you can move it up to 30ft to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. You can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. You can expend a Psionic Energy die to use the Action again if you have no uses left.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Telekinetic Adept ====&lt;br /&gt;
&#039;&#039;7th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered new ways to use your telekinetic abilities in the following ways:&lt;br /&gt;
*&#039;&#039;&#039;Psi-Powered Leap.&#039;&#039;&#039; As a Bonus Action, you can propel your body with your mind. You gain a Flying Speed equal to twice your Walking Speed until the end of the current turn. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest, you can spend a Psionic Energy Die to use this Bonus Action if you have no uses remaining.&lt;br /&gt;
:&#039;&#039;&#039;Telekinetic Thrust.&#039;&#039;&#039; When you deal Damage to a target with your Psionic Strike, you can force the target to make a Strength Saving Throw with a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save, the target is knocked Prone and is pushed up to 10ft in any horizontal direction of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guarded Mind ====&lt;br /&gt;
&#039;&#039;10th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The psionic energy flowing through you has bolstered your mind. You gain Resistance to Psychic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can expend a Psionic Energy Die on your turn to end the Charmed and Frightened Conditions on yourself.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bulwark of Force ====&lt;br /&gt;
&#039;&#039;15th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose a number of creatures equal to your Intelligence Modifier within 30ft of you. Each of the chosen creatures is protected by 1/2 Cover for 1 minute or until you’re Incapacitated. Once you use this feature, you cannot use it until you finish a Long Rest, unless you expend a Psionic Energy Die to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Telekinetic Master ====&lt;br /&gt;
&#039;&#039;18th Level Psi Warrior&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis Spell, requiring no Components, using Intelligence as your Spellcasting Ability. On each of your turns while you Concentrate on this Spell, including the turn when you cast it, you can make a single Weapon Attack as a Bonus Action. Once you cast the Spell with this feature, you can’t do so again until you finish a Long Rest, unless you expend a Psionic Energy Die to cast it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rune Knight&#039;s League ==&lt;br /&gt;
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bonus Proficiencies ====&lt;br /&gt;
&#039;&#039;3rd Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At 3rd level, you gain Proficiency with Smith’s Tools, and you learn to speak, read, and write Giant.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rune Carver ====&lt;br /&gt;
&#039;&#039;3rd Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use magic runes to enhance your gear. You learn two Runes of your choice described at the end of this subclass. You learn an additional Rune at 7th, 10th, 15th, and 18th Level in this class. If a Rune has a Level requirement, you must be at least that Level in this class to learn the Rune.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you finish a Long Rest, you can touch a number of objects equal to the number of Runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your Rune remains on an object until you finish a Long Rest, and an object can bear only one of your Runes at a time. If a Rune requires a Saving Throw, your Rune Save DC equals 8 + your Constitution Modifier + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Giant’s Might ====&lt;br /&gt;
&#039;&#039;3rd Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned how to imbue yourself with the might of giants. As a Bonus Action, you magically gain the following benefits, which last for 1 minute:&lt;br /&gt;
*If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If you lack the room to become Large, your size doesn’t change.&lt;br /&gt;
*You have Advantage on Strength Checks and Saving Throws.&lt;br /&gt;
*Once on each of your turns, one of your Weapon Attacks deals an additional 1d6 Damage.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses of it when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Runic Shield ====&lt;br /&gt;
&#039;&#039;7th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60ft of you is hit by an Attack Roll, you can use your Reaction to force the attacker to reroll the d20 and use the new roll.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Great Stature ====&lt;br /&gt;
&#039;&#039;10th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while your Giant&#039;s Might is active and you hit on a Weapon Attack, you roll the Weapon&#039;s Damage Die an additional time and add it to the Damage Roll. Also the extra damage you deal with the Giant’s Might feature increases to 2d8&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master of Runes ====&lt;br /&gt;
&#039;&#039;15th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can invoke each Rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Runic Juggernaut ====&lt;br /&gt;
&#039;&#039;18th Level Rune Knight&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 3d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 10ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Runes ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 10th, 15th, and 18th Level Rune Knight&#039;s League Feature Option&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cloud Rune.&#039;&#039;&#039; This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Dexterity (Sleight of Hand) Checks and Charisma (Deception) Checks.&lt;br /&gt;
:In addition, when you or a creature you can see within 30ft of you is hit by an Attack, you can use your Reaction to invoke the Rune and choose a different creature within 30ft of you. The chosen creature becomes the target of the Attack, using the same roll. This magic can transfer the Attack’s effects regardless of the Attack’s Range. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Fire Rune.&#039;&#039;&#039; This Rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this Rune, you have Expertise in all Tools you had Proficiency in.&lt;br /&gt;
:In addition, when you hit a creature with a Weapon Attack, you can invoke the Rune to summon fiery shackles, causing the Attack to deal an additional 2d6 Fire Damage, and the target must succeed on a Strength Saving Throw or be Restrained for 1 minute. While Restrained by the shackles, the target takes 2d6 Fire Damage at the start of each of its turns. The target can repeat the Saving Throw at the end of each of its turns, banishing the shackles on a successful Save. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Frost Rune.&#039;&#039;&#039; This Rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Animal Handling) Checks and Charisma (Intimidation) Checks.&lt;br /&gt;
:In addition, you can invoke the Rune as a Bonus Action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all Ability Checks and Saving Throws that use Strength or Constitution. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Stone Rune.&#039;&#039;&#039; This Rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Insight) Checks, and you have Darkvision out to a range of 120ft.&lt;br /&gt;
:In addition, when a creature you can see ends its turn within 30ft of you, you can use your Reaction to invoke the Rune and force the creature to make a Wisdom Saving Throw. On a failed Save, the creature is Charmed by you for 1 minute. While Charmed in this way, the target&#039;s Speed is reduced to 0 and it is Incapacitated, descending into a dreamy stupor. The creature repeats the Saving Throw at the end of each of its turns, ending the effect on a success. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Hill Rune (7th Level or Higher).&#039;&#039;&#039; This Rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this Rune, you have Advantage on Saving Throws against being Poisoned, and you have Resistance against Poison Damage.&lt;br /&gt;
:In addition, you can invoke the Rune as a Bonus Action, gaining Resistance to Bludgeoning, Piercing, and Slashing Damage for 1 minute. Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Storm Rune (7th Level or Higher).&#039;&#039;&#039; Using this Rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this Rune, you have Advantage on Intelligence (Arcana) Checks, and you can’t be Surprised as long as you aren’t Incapacitated.&lt;br /&gt;
:In addition, you can invoke the Rune as a Bonus Action to enter a prophetic state for 1 minute or until you’re Incapacitated. Until the state ends, when you or another creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to give the roll Advantage or Disadvantage (your choice). Once you invoke this Rune, you can’t do so again until you finish a Long Rest.&lt;br /&gt;
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== Samurai&#039;s League ==&lt;br /&gt;
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Bonus Proficiency ====&lt;br /&gt;
&#039;&#039;3rd Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in two of the following Skills of your choice: History, Insight, Performance, or Persuasion. You also learn one Language of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Fighting Spirit ====&lt;br /&gt;
&#039;&#039;3rd Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your intensity in battle can shield you and help you strike true. As a Bonus Action you can give yourself Advantage on Weapon Attacks until the end of the current turn. When you do so, you also gain 5 Temporary Hit Points.&amp;lt;br&amp;gt;&lt;br /&gt;
The number of Temporary Hit Points increases when you reach certain Levels in this class, increasing to 10 at 10th Level and 15 at 15th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Elegant Courtier ====&lt;br /&gt;
&#039;&#039;7th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) Check, you gain a Bonus to the Check equal to your Wisdom Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
Your self-control also causes you to gain Proficiency in Wisdom Saving Throws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Tireless Spirit ====&lt;br /&gt;
&#039;&#039;10th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you end your turn without taking the Attack Action, you regain a use of your Fighting Spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Rapid Strike ====&lt;br /&gt;
&#039;&#039;15th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to trade accuracy for swift strikes. If you make a Weapon Attack with Advantage, you can forgo the Advantage for that Attack to make an additional Weapon Attack against the target of that Attack. You cannot do this more than once per turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Strength Before Death ====&lt;br /&gt;
&#039;&#039;18th Level Samurai&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your fighting spirit can delay the grasp of death. If you take would fall Unconscious from dropping to 0 Hit Points, you can use use your Reaction to delay falling Unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 Hit Points during that extra turn, taking damage causes Death Saving Throw failures as normal, and three Death Saving Throw failures can still kill you. When the extra turn ends, you fall Unconscious if you still have 0 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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== Steel Hawk&#039;s League ==&lt;br /&gt;
Powerful, nimble soldiers, Steel Hawks use explosive bursts of speed to launch themselves great distances in order to reach faraway threats. Despite their often heavy armor, those who follow this archetype leap and strike with the agility of seasoned assassins, becoming every inch the fearsome birds of prey their name would suggest.&lt;br /&gt;
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==== Launch ====&lt;br /&gt;
&#039;&#039;3rd Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to magically launch yourself with a mighty leap. While standing on a solid surface, you can use a Bonus Action to leap 15ft in any direction. When you reach 7th Level in this class, the leap’s distance becomes 30ft.&amp;lt;br&amp;gt;&lt;br /&gt;
You can’t use this feature if your Speed is 0, and if you leap completely horizontally, you still leap 1ft off the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
Leaping in this way doesn’t Provoke Opportunity Attacks, and if you fall immediately after using this leap, you can subtract up to 30ft from the fall when calculating Fall Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Leaping in this way can also strengthen your strikes by using the force of your momentum. If you make a Melee Weapon Attack during or immediately before or after this leap, you have Advantage on the Attack Roll and it deals an additional 1d8 Damage. At 10th Level, this extra Damage becomes 1d10, and at 18th Level, it becomes 1d12.&lt;br /&gt;
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==== Lancer ====&lt;br /&gt;
&#039;&#039;3rd Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are remarkably light on your feet and capable of counterbalancing even some of the most awkward of equipment. Lances have the Versatile property for you while you’re not mounted, dealing 1d8 Piercing Damage when held with one hand and 1d12 Piercing Damage when wielded with two hands. When you use your Launch and hit with a Melee Weapon Attack while wielding a Lance with one hand during or immediately before or after that leap, it counts as if you’re wielding it with two hands.&amp;lt;br&amp;gt;&lt;br /&gt;
Immediately before you make an Attack against a creature within 5ft of you using a Lance, you can move up to 5ft away from it, without provoking Opportunity Attacks from the target. You must be standing and have movement remaining in order to move in this way.&lt;br /&gt;
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==== Bird Caller ====&lt;br /&gt;
&#039;&#039;3rd Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to identify common birds by their calls, and you have Advantage on Wisdom (Animal Handling) Checks when interacting with any beast that has an innate Flying Speed. In addition, you gain the ability to cast the Animal Messenger Spell, but only as a Ritual, and only targeting a Beast that has an innate Flying Speed.&lt;br /&gt;
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==== Steel Grace ====&lt;br /&gt;
&#039;&#039;7th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Wearing armor doesn’t impose Disadvantage on your Dexterity (Stealth) Checks. In addition, whenever you make a Dexterity Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you can use your Launch as a Reaction. When you do so, you take no Damage on a successful Save, and only half Damage on a failed Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Eagle Eye ====&lt;br /&gt;
&#039;&#039;10th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack made during or immediately before or after or your Launch has its Crit Range increased by 1. If you hit a flying creature with this Attack, it must also make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failed Save, the target&#039;s Speed is reduced to 0 until the start of its next turn and it falls to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you gain Proficiency and Expertise in Perception.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Predatory Lance ====&lt;br /&gt;
&#039;&#039;15th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have Advantage on Initiative Rolls, and when you roll Initiative you can use your Launch as a Free Action without expending a use of the feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Improved Launch ====&lt;br /&gt;
&#039;&#039;18th Level Steel Hawk&#039;s League Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack immediately after, before, or during your Launch, it must also succeed on a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you can push yourself beyond your normal limits when you use your Launch. When you do, your leap can total a maximum of 120ft, instead of 30ft, and you don’t suffer any Damage from falling after the leap. Additionally, you deal twice as much Damage to any creatures you Attack during this Launch. However, after you use this enhanced Launch, you suffer one level of Exhaustion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Adventuring_Gear&amp;diff=1475</id>
		<title>Adventuring Gear</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Adventuring_Gear&amp;diff=1475"/>
		<updated>2022-11-10T01:31:49Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* General Equipment */Added Battle Standard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Adventuring Gear =&lt;br /&gt;
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== General Equipment ==&lt;br /&gt;
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&#039;&#039;&#039;Acid, Vial (25GP, 2lbs).&#039;&#039;&#039; As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.&lt;br /&gt;
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&#039;&#039;&#039;Alchemist&#039;s Fire, Flask (50GP, 1lbs).&#039;&#039;&#039; This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.&lt;br /&gt;
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&#039;&#039;&#039;Antitoxin, Vial (50GP, 1lbs).&#039;&#039;&#039;A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to constructs.&lt;br /&gt;
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&#039;&#039;&#039;Ball Bearings, Bag of 1,000 (1GP, 2lbs).&#039;&#039;&#039; As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.&lt;br /&gt;
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&#039;&#039;&#039;Battle Standard (10GP, 13lbs).&#039;&#039;&#039; A battle standard bears some emblem, such as the insignia of a noble house or draconic order, which you can use to inspire your allies.&lt;br /&gt;
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When a friendly creature fails a Wisdom Saving Throw while you are holding a battle standard, you can use your reaction to have the creature reroll the Saving Throw and take the second result.&lt;br /&gt;
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&#039;&#039;&#039;Book (25GP, 5lbs).&#039;&#039;&#039; A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook.&lt;br /&gt;
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&#039;&#039;&#039;Caltrops, Bag of 20 (1GP, 2lbs).&#039;&#039;&#039; As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.&lt;br /&gt;
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&#039;&#039;&#039;Candle (1CP, 1/4lbs).&#039;&#039;&#039; For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.&lt;br /&gt;
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&#039;&#039;&#039;Case, Map or Scroll (1GP, 1lbs).&#039;&#039;&#039; This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.&lt;br /&gt;
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&#039;&#039;&#039;Chain, 10 feet (5GP, 10lbs).&#039;&#039;&#039; A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.&lt;br /&gt;
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&#039;&#039;&#039;Holy Water, Flask (25GP, 1lbs).&#039;&#039;&#039; As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is an evil aligned highling or undead, it takes 2d6 radiant damage.&lt;br /&gt;
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&#039;&#039;&#039;Hunting Trap (5GP, 25lbs).&#039;&#039;&#039; When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.&lt;br /&gt;
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&#039;&#039;&#039;Incense (2SP, 1/4lbs).&#039;&#039;&#039; A stick of incense can be lit and burn for 10 minutes, or 1 hour if put in a censer first. It gives off a strong smell out to a range of 60ft. Creatures in this range have disadvantage on Wisdom (Perception) checks involving smell relating to anything other then the Incense, and advantage on Wisdom (Perception) checks in relation to the Incense.&lt;br /&gt;
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&#039;&#039;&#039;Lamp (5SP, 1lbs).&#039;&#039;&#039; A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.&lt;br /&gt;
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&#039;&#039;&#039;Lantern, Bullseye (10GP, 2lbs).&#039;&#039;&#039; A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.&lt;br /&gt;
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&#039;&#039;&#039;Lantern, Hooded (5GP, 2lbs).&#039;&#039;&#039; A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.&lt;br /&gt;
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&#039;&#039;&#039;Lock (10GP, 1lbs).&#039;&#039;&#039; A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.&lt;br /&gt;
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&#039;&#039;&#039;Manacles (2GP, 6lbs).&#039;&#039;&#039; These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.&lt;br /&gt;
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&#039;&#039;&#039;Oil, Flask (1SP, 1lbs).&#039;&#039;&#039; Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.&lt;br /&gt;
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&#039;&#039;&#039;Rope, Hempen, 50 feet (1GP, 10lbs).&#039;&#039;&#039; Hempen rope has 2 hit points and can be burst with a DC 17 Strength check.&lt;br /&gt;
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&#039;&#039;&#039;Rope, Silk, 50 feet (10GP, 5lbs).&#039;&#039;&#039; Silk rope has 5 hit points and can be burst with a DC 23 Strength check.&lt;br /&gt;
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&#039;&#039;&#039;Torch (1CP, 1lbs).&#039;&#039;&#039; A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.&lt;br /&gt;
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&#039;&#039;&#039;War Horn (5GP, 3lbs).&#039;&#039;&#039; As an action you can blow a war horn and make a Constitution check, all other creatures within 15ft of must make a Constitution Saving Throw with the result of your check as the DC. On a failed save, a creature is deafened for 1 minute and cannot use its reaction while deafened. If the creature fails the save by 5 or more, it also falls prone. The creature can repeat the saving throw at the end of each of its turns, ending the deafness on a success.&lt;br /&gt;
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== Tools ==&lt;br /&gt;
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&#039;&#039;&#039;Musical Instruments (15GP, 3lbs).&#039;&#039;&#039; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A Bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency and the most common of which are the Bagpipe, Drum, Dulcimer, Flute, Lute, Lyre, Horn, Pan Flute, Shawm, Viol.&lt;br /&gt;
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&#039;&#039;&#039;Artisan’s Tools.&#039;&#039;&#039; These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.&lt;br /&gt;
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You can also spend an hour as a rest activity and make a check with a set of artisan&#039;s tools, you can then expend raw materials associated with the tools up to a number of GP in value equal to the number they rolled for their check. After the hour of work, you will have made a product with a market value equal to 2 times the amount of GP the raw materials were worth.&lt;br /&gt;
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You can also make progress towards a single, expensive item, such as a set of Plate Armor, rather then make an entire item over the course of a single hour. The details of each set of artisan&#039;s tools are listed below. (Notice: I have never preformed any of these activities much at all in my life, if you have or know someone who has and see an inaccuracy, please let me know.)&lt;br /&gt;
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:&#039;&#039;&#039;Brewer’s Supplies (20GP, 9lbs).&#039;&#039;&#039; Brewer&#039;s Supplies are used to make beer, wine, mead, cider, juice, and other liquid products. To make these products you need water, and either grains or fruits. Brewer&#039;s Supplies use either Constitution and Wisdom.&lt;br /&gt;
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:&#039;&#039;&#039;Calligrapher’s Supplies (10GP, 5lbs).&#039;&#039;&#039; Calligrapher&#039;s Supplies are used to write letters, runes, or some other form of inscription. To make these products you need either paper, parchment, or some other medium, and ink or some other, generally viscous liquid, or graphite, to use in making the calligraphy. Calligrapher&#039;s Tools use either Dexterity and Intelligence.&lt;br /&gt;
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:&#039;&#039;&#039;Carpenter’s Tools (8GP, 6lbs).&#039;&#039;&#039; Carpenter&#039;s Tools are used to make wooden furniture or other finishings, like ladders or shelves. To make these products you need wood. Carpenter&#039;s Tools use either Dexterity and Wisdom.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Cartographer’s Tools (15GP, 6lbs).&#039;&#039;&#039; Cartographer&#039;s Tools are used to make maps. To make these products you need either paper, parchment, or some other medium, and ink or some other, generally viscous liquid, or graphite, to use in making the calligraphy. Calligrapher&#039;s Tools use either Dexterity and Wisdom.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Cobbler’s Tools (5GP, 5lbs).&#039;&#039;&#039; Cobbler&#039;s Tools are used to make shoes. To make these products you need either some form of wood or leather, and string. Cobbler&#039;s Tools use either Strength and Wisdom.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Cook’s Utensils (1GP, 8lbs).&#039;&#039;&#039; Cook&#039;s Utensils are used to prepare and cook food such as rations. To make these products, you need food, and depending on what you are making, some form of heat to cook it, you can also use salt as a preservative. Cook&#039;s Utensils use Dexterity and Wisdom.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glassblower’s Tools (30GP, 5lbs).&#039;&#039;&#039; Glassblower&#039;s Tools are used to make a variety or glass, such as plain, hard, stained, etc. To make these products you need a source of heat, some sand and/or glass, and dyes if you are making stained glass. Glassblower&#039;s Tools use Constitution and Wisdom.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Jeweler’s Tools (25GP, 2lbs).&#039;&#039;&#039; Jeweler&#039;s Tools are used to make jewelry such as rings and necklaces. To make these products you need fine metals and gems. Jeweler&#039;s Tools use Dexterity and Intelligence.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Leatherworker’s Tools (5GP, 5lbs).&#039;&#039;&#039; Leatherworker&#039;s Tools are used to make armor and certain types of clothes. To make these products you need leather, you may also need string, buttons, and other such materials. Leatherworker&#039;s Tools use Dexterity and Wisdom.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mason’s Tools (10GP, 8lbs).&#039;&#039;&#039; Mason&#039;s Tools are used to make stone blocks, bricks, and the like. To make these products you need heat, and depending what you are making, either stone, clay, or some other material. Mason&#039;s Tools use Strength and Wisdom.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Painter’s Supplies (10GP, 5lbs).&#039;&#039;&#039; Painter&#039;s Supplies are used to make paintings, drawings, and the like. To make these products you need canvas, paper, parchment, or some other medium, and a variety of pigments to use to create the product. Painter&#039;s Supplies use Dexterity and Wisdom.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Potter’s Tools (10GP, 3lbs).&#039;&#039;&#039; Potter&#039;s Supplies are used to make pottery, such as vases, mugs, bowls, etc. To make these products you need water, and either clay, or some other substitute. Potter&#039;s Tools use Dexterity and Wisdom.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Smith’s Tools (20GP, 8lbs).&#039;&#039;&#039; Smith&#039;s Tools are used to make metal armor and weapons. To make these products you need heat, metal, and other necessary materials such as hilts, straps to hold armor together, and the like. Smith&#039;s Tools use Strength and Wisdom.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tinker’s Tools (50GP, 10lbs).&#039;&#039;&#039; Tinker&#039;s Tools are used to make rudimentary machinery and crossbows. To make these products you need metal, string, rope, and/or wood. Tinker&#039;s Tools use Dexterity and Intelligence.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weaver’s Tools (1GP, 5lbs).&#039;&#039;&#039; Weaver&#039;s Tools are used to make clothes, robes, and other such items. To make these products you need string, potentially of a variety of colors. Weaver&#039;s Tools use Dexterity and Wisdom.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Woodcarver’s Tools (1GP, 3lbs).&#039;&#039;&#039; Woodcarver&#039;s Tools are used to make carvings, crossbow bolts, arrows, and other wooden weapons. To make these products you need wood. Woodcarver&#039;s Tools use Dexterity and Wisdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemical Tools.&#039;&#039;&#039; These tools are used to make poisons, potions, and other similar both magical, and non-magical, generally consumable, items. Most of the products made with these items have specific ingredients, like the blood of a purple worm, or a petal of a jade flower, in addition to the rest of the necessary materials needed, you will need the listed ingredients to make a desired item. Apart from that however, making an item with alchemical tools generally follows the rules of using artisans tool. Alchemical Tools are listed below. The list of items you can make with these is listed in a crafting magical items section (not yet existent).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Alchemy Kit (50GP, 8lbs).&#039;&#039;&#039; An Alchemy Kit contains a variety of vials, measuring utensils, safety gear, and containers used to create potions.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Herbalism Kit (5GP, 3lbs).&#039;&#039;&#039; A Herbalism Kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and identify and apply herbs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Poisoner’s Kit (50GP, 2lbs).&#039;&#039;&#039; A Poisoner’s Kit includes the vials, chemicals, and other equipment necessary for the creation of poisons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Tools.&#039;&#039;&#039; The following are a list of miscellaneous tools not related to one another.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Disguise Kit (25GP, 3lbs).&#039;&#039;&#039; This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Forgery Kit (15GP, 5lbs).&#039;&#039;&#039; This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gaming Set (1SP, 1/2lbs).&#039;&#039;&#039; This item encompasses a wide range of game pieces, including dice and decks of cards. A few common examples are Dice, Dragonchess, Three-Dragon Ante, and a Deck of Cards, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Navigator’s Tools (25GP, 2lbs).&#039;&#039;&#039; This set of instruments is used for navigation. Proficiency with navigator’s tools lets you chart a ship’s course, follow navigation charts, and create travel plans. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Thieves’ Tools (25GP, 1lbs).&#039;&#039;&#039; This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.&lt;br /&gt;
&lt;br /&gt;
== Containers ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backpack, Leather (2GP, 5lbs).&#039;&#039;&#039; A leather backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot and up to 30 pounds of gear. You can also strap up to three items, such as a bedroll or a coil of rope, to the outside of a backpack. It has an AC of 5 and it has 3HP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chest, Wooden (5GP, 25lbs).&#039;&#039;&#039; A wooden chest can hold 12 cubic feet/ 300 pounds of gear. It can also be locked with a Lock or spells that preform the same purpose. For an additional 1GP a chest can be secured with straps for easy carrying. It has an AC of 8 and it has 15HP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chest, Stone (10GP, 50lbs).&#039;&#039;&#039; A stone chest can hold 15 cubic feet/ 600 pounds of gear. It can also be locked with a Lock or spells that preform the same purpose. For an additional 1GP a chest can be secured with straps for easy carrying. It has an AC of 15 and it has 30HP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
The following are a list of items that pertain to the survival aspect of the game, items like rations, tinderboxes, beds, etc. These are not always tracked, ask your DM if they are being used in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bedroll (1GP, 7lbs).&#039;&#039;&#039; This item must be used when you take a long rest in order to gain the full benefits of the rest. If you do not have a bed roll or item that fulfills a similar purpose, you do not recover levels of exhaustion and must make a DC15 Constitution Saving Throw or take a level of exhaustion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blanket (5SP, 3lbs).&#039;&#039;&#039; This item generally must be used when you take a long rest in order to gain the full benefits of the rest. If you do not have a blanket or item that fulfills a similar purpose, you only gain half of your missing health back after the rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mess Kit (2SP, 1lbs).&#039;&#039;&#039; If you do not have a mess kit, you must expend two times the amount of rations in order to gain the full benefits as you mess or waste them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ration, One Day (5SP, 2lbs).&#039;&#039;&#039; You must consume one ration a day when traveling at a standard or slow pace, or twice as many while traveling as a fast pace. If you do not have any rations for three days you gain a level of exhaustion, and if you have less then the full amount of rations needed, every two days counts towards the level of exhaustion gained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent, Two-Person (2SP, 20lbs).&#039;&#039;&#039; This item generally must be used when you take a long rest in order to gain the full benefits of the rest. If you do not have a tent or item that fulfills a similar purpose, you do not regain any Hit Dice at the end of the rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tinderbox (5SP, 1lbs).&#039;&#039;&#039; This item allows you to start a fire. If you do not have a Tinderbox and attempt to start a fire you must spend one minute and make a DC13 Survival check, starting a fire on a successful check.&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1460</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1460"/>
		<updated>2022-11-09T19:21:30Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Wild Surge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Barbarian =&lt;br /&gt;
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.&amp;lt;br&amp;gt;&lt;br /&gt;
A hobgoblin snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.&amp;lt;br&amp;gt;&lt;br /&gt;
Frothing at the mouth, a dwarf slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.&amp;lt;br&amp;gt;&lt;br /&gt;
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.&amp;lt;br&amp;gt;&lt;br /&gt;
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Rage, Unarmored Defense || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Reckless Attack, Danger Sense || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Primal Path, Primal Knowledge || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Extra Attack, Fast Movement || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Primal Path Feature || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || Feral Instinct, Instinctive Pounce || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || Brutal Critical (2 Times), Resolute Will || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Primal Path Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Relentless Rage || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || Brutal Critical (3 Times), Stored Strength || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Primal Path Feature || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || Persistent Rage, Gifted Strength || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || Brutal Critical (4 Times), Shared Strength || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Indomitable Might || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Primal Champion || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d12 per Barbarian Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 12 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d12 (or 7) + your Constitution Modifier per Barbarian Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, and Shields&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Constitution.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; One Simple or Martial Melee Weapon, two Simple Weapons, one Equipment Pack, and five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
At 1st level you can enter a state of mindless, focused, flow, often channeled as rage and wrath. On your turn you can enter Rage as a Bonus Action, if you aren’t wearing Heavy Armor, you gain the following benefits.&lt;br /&gt;
*You have advantage on Strength Checks and Saving Throws&lt;br /&gt;
*You make an attack with a weapon using Strength you gain a bonus to damage equal to your Proficiency Bonus&lt;br /&gt;
*You have Resistance to Bludgeoning, Piercing, and Slashing Damage&lt;br /&gt;
You cannot cast Spells or Concentrate on effects while Raging. Your Rage lasts for 1 minute, but ends early if you fall Unconscious or end your turn without performing an attack or if you haven’t been attacked since the end of your turn. You can also end it early as a Free Action. You can use this feature a number of times equal to your Proficiency Bonus, retaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
Also starting at 1st level, while you are not wearing armor, you have an Armor Class of 10 + Your Dexterity Modifier + Your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you gain the ability to abandon defense to effectively harm your foes. When you make an attack with a weapon using Strength on your turn, you can choose to gain advantage on that attack and all future attacks that use Strength that you make on your turn, but all attack rolls against you have advantage until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have advantage on Dexterity Saving Throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be Blinded, Deafened, or Incapacitated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 3rd level you gain one of the following Proficiencies, or another Proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
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 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
At 5th level you can perform an additional attack as part of the Attack action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your Speed increases by 10 feet while you aren’t wearing Heavy Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls and cannot be surprised.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Instinctive Pounce ====&lt;br /&gt;
Also at 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, deal 2 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 3 times the max damage at 13th level and 4 times the max damage at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Resolute Will ====&lt;br /&gt;
Also at 9th level, you gain the ability to use your resolute well of power to improve your day to day activities. When you make a skill check, you can expend a hit die to add a d12 to the roll. You can add this bonus before or after you make the roll, but before the DM says whether or not you succeed,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 10th level you gain one of the following proficiencies, or another proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&amp;lt;br&amp;gt;&lt;br /&gt;
If you suffer a critical hit while you’re raging, you can make a Constitution Saving Throw. If you succeed, the attack becomes a normal hit instead.&amp;lt;br&amp;gt;&lt;br /&gt;
This Constitution Saving Throw has a DC of 10 which increases by 5 each time you use this feature. When you finish a long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 13th level, you deal 3 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 4 times the max damage at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stored Strength ====&lt;br /&gt;
Also at 13th level, you gain the ability to recover long-term vitality by sacrificing temporary health. As a bonus action, you can reduce your current hit points by 5. If you do, you recover a hit die.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gifted Strength ====&lt;br /&gt;
Also at 15th level, you gain the ability to invite others into your strength. As a bonus action, you can touch a creature including yourself and expend a Hit Die. The target creature gains one of the following effects you choose:&amp;lt;br&amp;gt;&lt;br /&gt;
*The target heals a number of Hit Points equal to your Constitution Modifier&lt;br /&gt;
*The target gains Resistance to a type of damage of your choice for 1 minute&lt;br /&gt;
*The target gains a Climbing Speed or Swimming Speed equal to your Walking Speed for 1 hour.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 17th level, you deal 4 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Shared Strength ==== &lt;br /&gt;
Also at 17th level, when you hit on an attack roll, you can expend a hit dice to heal up to two other creatures within 15ft of you a number of hit points equal to 1 roll of the hit dice you expended + your Constitution Modifier (minimum 1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
= Primal Paths =&lt;br /&gt;
&lt;br /&gt;
== Path of Ancestral Guardians ==&lt;br /&gt;
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.&lt;br /&gt;
&lt;br /&gt;
==== Ancestral Protectors ====&lt;br /&gt;
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, causing them to surround and harass that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the start of your next turn, that creature has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Shield ====&lt;br /&gt;
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.&lt;br /&gt;
&lt;br /&gt;
==== Consult the Spirits ====&lt;br /&gt;
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast either spell in this way a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Vengeful Ancestors ====&lt;br /&gt;
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.&lt;br /&gt;
&lt;br /&gt;
== Path of Battleragers ==&lt;br /&gt;
Barbarians who embody pure chaos and rage often become Battlerager barbarians. They use special spiked armor to grab their foes in combat and harm them by being in pure proximity to you. &lt;br /&gt;
&lt;br /&gt;
==== Imbue Spikes ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to transform a set of medium armor into Spike Armor. When you finish a long rest you can touch a set of medium armor, it magically grows spikes and becomes Spike Armor, which has an AC of 14 + Dexterity Modifier (max 2).&amp;lt;br&amp;gt;&lt;br /&gt;
If the set of medium armor was magical in any way, that benefit is transferred to your Spike Armor.&lt;br /&gt;
&lt;br /&gt;
==== Battlerager Armor ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
While you are wearing spiked armor, you gain spikes which deals 1d8 Piercing Damage and can be used as an unarmed attack.&lt;br /&gt;
&lt;br /&gt;
==== Grappling Spikes ====&lt;br /&gt;
Also at 3rd level, you learn better how to use your spikes to grapple creatures. While raging, if you grapple a creature, you deal Piercing Damage to the target equal to your Strength Modifier. At the start of each of the creature&#039;s turns, it takes this Damage again if it is still grappled and you are still raging.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Abandon ====&lt;br /&gt;
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.&lt;br /&gt;
&lt;br /&gt;
==== Battlerager Charge ====&lt;br /&gt;
Also at 6th level, your pure raging chaos quickens your stride. Your speed increases by 10ft, and you can take the Dash action as a bonus action.&lt;br /&gt;
&lt;br /&gt;
==== Vice Grip ====&lt;br /&gt;
At 10th level, you become a natural at grappling creatures. Whenever you take the Attack Action, you can also attempt to grapple a creature as part of that action.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, you are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger then you.&lt;br /&gt;
&lt;br /&gt;
==== Spiked Retribution ====&lt;br /&gt;
At 14th level, when a creature enters a space within 5ft of you, or a creature within 5ft of you takes an action or bonus action, you can cause that creature to take Piercing Damage equal to your Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Beasts ==&lt;br /&gt;
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations.&lt;br /&gt;
&lt;br /&gt;
==== Form of the Beast ====&lt;br /&gt;
Starting at 3rd level when you choose this subclass, 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 modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage:&lt;br /&gt;
*&#039;&#039;&#039;Bite.&#039;&#039;&#039; Your mouth transforms into a bestial muzzle or great mandibles. 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 proficiency bonus, provided you have less than half your hit points when you hit.&lt;br /&gt;
*&#039;&#039;&#039;Claws.&#039;&#039;&#039; Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. 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.&lt;br /&gt;
*&#039;&#039;&#039;Tail.&#039;&#039;&#039; You 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.&lt;br /&gt;
&lt;br /&gt;
==== Bestial Soul ====&lt;br /&gt;
At 6th level, 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 non-magical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a long rest, choose one of the following benefits, which lasts until you finish your next or long rest:&lt;br /&gt;
*&#039;&#039;&#039;Climbing.&#039;&#039;&#039; You gain a Climbing Speed equal to your Walking Speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.&lt;br /&gt;
*&#039;&#039;&#039;Jumping.&#039;&#039;&#039; When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.&lt;br /&gt;
*&#039;&#039;&#039;Swimming.&#039;&#039;&#039; You gain a Swimming Speed equal to your Walking speed, and you can breathe underwater.&lt;br /&gt;
&lt;br /&gt;
==== Infectious Fury ====&lt;br /&gt;
At 10th level, 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 must succeed on a Wisdom Saving Throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):&lt;br /&gt;
*The target must use its reaction to make a melee attack against another creature of your choice that you can see.&lt;br /&gt;
*The target takes 2d12 Psychic Damage.&lt;br /&gt;
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Call the Hunt ====&lt;br /&gt;
At 14th level, 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 modifier (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 each use the following benefit 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.&lt;br /&gt;
&lt;br /&gt;
== Path of Berserkers ==&lt;br /&gt;
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
==== Frenzy ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you go into a frenzy while raging. While raging, you can make a single melee weapon attack as a bonus action on each of your turns after this one.&lt;br /&gt;
&lt;br /&gt;
==== Mindless Rage ====&lt;br /&gt;
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
==== Intimidating Presence ====&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
==== Retaliation ====&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;br /&gt;
&lt;br /&gt;
== Path of Crucibles ==&lt;br /&gt;
Some Barbarians bottle up their rage, causing physical heat to boil inside of them, eventually overheating and exploding out in pure fury. These hot-headed ragers walk the Path of Crucibles &lt;br /&gt;
&lt;br /&gt;
==== Thermal Core ====&lt;br /&gt;
Starting when you chose this path at 3rd level, you slowly build up kinetic energy and heat while raging, eventually letting it out uncontrollably. During your rage, every time you hit on a weapon attack roll, and you are hit by a weapon attack roll, you gain one Core Temperature Die. These dice are d4s, and increase in size as you gain levels in this class, at 6th level (d6), at 10th level (d8), at 14th level (d10), and at 18th level (d12).&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When you would gain a Core Temperature Dice while at your maximum held, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.&amp;lt;br&amp;gt;&lt;br /&gt;
When this occurs, all other creatures within 30ft must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you lost, or half as much on a successful Save.&lt;br /&gt;
&lt;br /&gt;
==== Burning Heart ====&lt;br /&gt;
Also at 3rd level, your natural heat allows you to resist the most extreme conditions. You ignore the effects of Extreme Heat and Extreme Cold. Additionally, while sleeping, you provide the warmth of a campfire to creatures within 15ft of you.&lt;br /&gt;
&lt;br /&gt;
==== Blazing Core ====&lt;br /&gt;
Beginning at 6th level, your inner forge allows you to provide light, and protection to your allies, warding them from the bitter frost of death.&amp;lt;br&amp;gt;&lt;br /&gt;
Your body becomes constantly wreathed in harmless flames. These flames give off bright light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed dim light for an additional number of feet equal to this radius.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when a creature within 15ft of you makes a Death Saving Throw, you can use your Reaction to grant that save advantage.&lt;br /&gt;
&lt;br /&gt;
==== Molten Core ====&lt;br /&gt;
At 10th level, you learn to control your inner fire. You gain the following ways to spend your Core Temperature Dice:&lt;br /&gt;
*When you hit on a weapon attack, you can expend a Core Temperature Dice to deal additional Fire damage to the target equal to two rolls of your Core Temperature Dice.&lt;br /&gt;
*You use your stored kinetic energy to leap through fire, as a Bonus Action you can expend one of your Core Temperature Dice to teleport a number of feat equal to 5 times your Proficiency Bonus. When you do so, you deal fire damage equal to your Proficiency to all creatures within 5ft of you.&lt;br /&gt;
*A burst of magma leaps from your chest to a nearby creature. When you take the attack actions, you can expend any number of Core Temperature Dice to replace that number of attacks with a Ranged Weapon Attack Roll using your Constitution that Deals Fire Damage equal to two rolls of your Core Temperature Dice and has a range of 15/60ft, you apply your Rage Damage to these attacks.&lt;br /&gt;
&lt;br /&gt;
==== Blazing Mastery ====&lt;br /&gt;
Beginning at 14th level, your inner well of heat grows deeper. You can now hold a number of Core Temperature Dice equal to 2 times your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain your heat more quickly, now, when you hit on a Weapon Attack or are hit with a Weapon Attack, you gain 2 Core Temperature Dice instead of 1, and you gain 1 Core Temperature Dice at the start of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, as an Action on your turn you can expend all of your Core Temperature Dice to unleash a controlled burst of heat.&amp;lt;br&amp;gt;&lt;br /&gt;
All creatures of you choice within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you expended, or half as much on a successful Save.&lt;br /&gt;
&lt;br /&gt;
== Path of Giants ==&lt;br /&gt;
Barbarians who walk the Path of Giants draw strength from the primal forces that are the Giants and their elemental ilk. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might.&lt;br /&gt;
During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.&lt;br /&gt;
&lt;br /&gt;
==== Giant Power ====&lt;br /&gt;
When you choose this path at 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the Druidcraft or Thaumaturgy cantrip (your choice). Constitution is your spellcasting ability for this spell.&lt;br /&gt;
&lt;br /&gt;
==== Giant’s Havoc ====&lt;br /&gt;
Also at 3rd level, your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:&lt;br /&gt;
*When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.&lt;br /&gt;
*Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.&lt;br /&gt;
&lt;br /&gt;
==== Elemental Cleaver ====&lt;br /&gt;
At 6th level, your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 Damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.&lt;br /&gt;
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types, you can also use a bonus action to change the infused weapon.&lt;br /&gt;
&lt;br /&gt;
==== Mighty Impel ====&lt;br /&gt;
At 10th level, your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.&amp;lt;br&amp;gt;&lt;br /&gt;
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.&lt;br /&gt;
&lt;br /&gt;
==== Demiurgic Colossus ====&lt;br /&gt;
At 14th level, the primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller. In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.&lt;br /&gt;
&lt;br /&gt;
== Path of Glaciers ==&lt;br /&gt;
Born from the frigid and daunting realm of the Northern Continent of the Wild-Plains, barbarians who follow the Path of Glaciers have learned to harbor the resolute stillness, patience, and unwavering determination and destruction of the icy landscape. These warriors transform their bodies into powerful moving bunkers that are as difficult to take down as they are to escape from.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians that follow this path are often trained hunters who enjoy the patient stalking of prey. They thrive on the peril they impose on their fleeing targets, and take special pride in their slow-and-steady approach.&lt;br /&gt;
&lt;br /&gt;
==== Permafrost ====&lt;br /&gt;
Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you’re not wearing any armor, you gain a +1 bonus to your AC.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, your rage is a cold and patient well of power. When your rage would end early due to you either not attacking or taking damage after taking the Dodge action, you can choose to maintain it instead.&lt;br /&gt;
&lt;br /&gt;
==== Frostbite ====&lt;br /&gt;
Also at 3rd level, you can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while you’re raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d6 cold damage from the attack. This damage increases when you reach certain levels in this class, increasing to 2d6 cold damage at 10th level and 3d6 at 14th level.&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Cold Fortress ====&lt;br /&gt;
By 6th level, you learn to further channel the icy resilience within you. When you enter a rage and are not wearing any armor, your skin becomes shielded by a protective layer of frost. This frost grants you a number of temporary hit points equal to 1d12 + your Constitution modifier that last for 1 hour. You can use a bonus action on your following turns while you’re raging to expend a Hit Die to gain these temporary hit points again. When you do, the number of temporary hit points you gain is equal to the maximum roll of the expended Hit Die + your Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
==== Deep Sleep ====&lt;br /&gt;
At 10th level, you can choose to enter a deep state of hibernation when you take a long rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.&amp;lt;br&amp;gt;&lt;br /&gt;
You awake from this rest after 6 hours or when you take damage or a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice.&lt;br /&gt;
&lt;br /&gt;
==== Icy Burst ====&lt;br /&gt;
Also at 10th level, you can use an action to send out a shockwave of ice. All creatures in a 30ft emanation must make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your Constitution Modifier. All creatures that fail the Save take a number of d8s of cold damage equal to your proficiency bonus and are Slowed until the end of your next turn, and taking half as much damage on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
==== Never-Ending Fortitude ====&lt;br /&gt;
At 14th level, you become as unstoppable as a mighty glacier. When you take damage, you can use your Reaction to reduce that damage by 2d12. Additionally, you can only be knocked Prone if you choose to be, and you are immune to being Frightened and Slowed.&lt;br /&gt;
&lt;br /&gt;
== Path of Impulse ==&lt;br /&gt;
All barbarians are well acquainted with the concept of harnessing from a deep emotional well. However, some barbarians learn to explore facets of their emotional spirit other than rage alone, tapping into the varied emotional experience of a mortal mind.&lt;br /&gt;
&lt;br /&gt;
==== Emotional State ====&lt;br /&gt;
When you choose this path at 3rd level, whenever you go into a rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are raging.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sorrow.&#039;&#039;&#039; You tap into a deep sadness within you. You gain Resistance to Radiant, Cold, and Psychic Damage, as your body becomes disconnected and senseless. Whenever you take damage that you are resistant to, you can use your Reaction to reduce the damage that you take by 3. This damage reduction is applied after you calculate resistance. This damage reduction increases to 4 at 9th level and 5 at 16th level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fury.&#039;&#039;&#039; You sharpen the mindless anger of a normal rage to focus your anger to a sharpened point. You gain Resistance to Poison, Acid, and Necrotic damage, as your fury burns corrupting forces from your body. Additionally, your additional rage damage is equal to double your Proficiency bonus, instead of your Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Joy.&#039;&#039;&#039; You are overtaken by giddy excitement in the rush of battle. You gain resistance to Force, Fire, and Lightning damage, as your own energy burns as hot as magical force. Additionally, your movement speed increases by 5 feet. This additional movement speed increases to 10 feet at 9th level and to 15 feet at 16th level. This movement speed is in addition to the movement speed increase granted by Fast Movement.&lt;br /&gt;
&lt;br /&gt;
==== Ardent Strikes ====&lt;br /&gt;
Starting at 6th level, the emotional energy within you begins to suffuse your weapons. While you are raging and in an Emotional State, you may cause any weapon attacks you make to deal one of the damage types that your chosen Emotional State grants you resistance to, rather than the weapon’s usual damage.&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2.&lt;br /&gt;
&lt;br /&gt;
==== Drain Passion ====&lt;br /&gt;
At 10th level, you gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions spell and use your Constitution for your spellcasting ability&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast this spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
When you enter an Emotional State, you can cast this spell as part of the same bonus action, expending one use of this ability. You can not lose concentration on this spell due to entering your rage. However, you can still lose concentration by other methods, such as failing a saving throw to maintain concentration or becoming incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
Starting at 14th level, you can release your pent-up emotions in a single burst. When you hit with an attack affected by your Ardent Strikes ability, you can choose to immediately end your rage. If you do so, the attack immediately deals an additional 3d12 damage of the chosen damage type.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have used this ability, you cannot enter the Emotional State that you were in when you used this ability until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Ravenous Warriors ==&lt;br /&gt;
Some who walk the path of boundless rage gain an eternal and endless hunger. This hunger. fuels them, but to compensate, their appetites grow, consuming foes even on the battlefield. These are the Barbarians who walk the Path of Ravenous Warriors&lt;br /&gt;
&lt;br /&gt;
==== Bottomless Stomach ====&lt;br /&gt;
At 3rd level, your body is used to a constant hunger. For every level of Exhaustion you have, you subtract half that much (rounded down) from any Attack Roll, Ability Check, or Saving Throw you make, rather then subtract that must. Additionally, while raging, you are immune to the effects of exhaustion, and finishing a Long Rest removes two levels of exhaustion.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
You gain Proficiency with Cook&#039;s Utensils. Additionally while raging, if you hit on a weapon attack roll, you can gain one level of exhaustion, spending a massive reserve of your energy, to choose one of the following effects:&lt;br /&gt;
*If the creature you hit is Large or smaller, it falls prone and is pushed 10ft in a direction of your choice.&lt;br /&gt;
*You recover Hit Points equal to half the damage your dealt by your attack.&lt;br /&gt;
*For this attack you ignore the target&#039;s damage resistances.&lt;br /&gt;
*You immediately make two additional attacks, targeting two creatures which you haven&#039;t attacked this turn.&lt;br /&gt;
&lt;br /&gt;
==== Breakfast ====&lt;br /&gt;
At 6th level, you’ve learned how to cook meals that give you an edge in battle. If you spend one hour cooking, you may expend a Hit Die to create a meal that can be eaten as an action, removing one level of exhaustion once eaten. A meal gives one of the following benefits, chosen when made. Its additional benefits last for six hours, or until you eat another one of these meals. &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Medicinal.&#039;&#039;&#039; Whenever you take Poison damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the Poison condition&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Spicy.&#039;&#039;&#039; Whenever you take Cold damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme cold.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chilled.&#039;&#039;&#039; Whenever you take Fire damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme heat.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Filling.&#039;&#039;&#039; You gain Temporary Hit Points equal to your level. You also have advantage on Constitution Checks and Saving Throws.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you create a meal this way, you create a number of portions equal to your Wisdom Modifier + your Proficiency Bonus. They spoil after a number of hours equal to your Wisdom Modifier.&lt;br /&gt;
&lt;br /&gt;
==== Lunch ====&lt;br /&gt;
Starting at 10th level, the pit of hunger in your stomach grants you a terrible power. If you have four or more levels of exhaustion while raging, you gain Consume as a Melee Weapon Attack, dealing 2d12 Piercing Damage. On a hit, the target then makes a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus, on a failure, the target gains a level of exhaustion, and you lose a level of exhaustion.&amp;lt;br&amp;gt;&lt;br /&gt;
If you reduce a creature to 0 Hit Points, your Strength and Constitution scores increase by 2 until the end of your Rage, up to a maximum of 28.&lt;br /&gt;
&lt;br /&gt;
==== Dinner ====&lt;br /&gt;
At 14th level, you can replicate the effects of a 1st level Absorb Elements spell at will, however, you can use it with the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, and thunder. The somatic components for this effect are chewing and swallowing, and you do not need a free hand to use it.&lt;br /&gt;
&lt;br /&gt;
== Path of Storm Heralds ==&lt;br /&gt;
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.&lt;br /&gt;
&lt;br /&gt;
==== Storm Aura ====&lt;br /&gt;
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.&lt;br /&gt;
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.&lt;br /&gt;
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; When this effect is activated, all other creatures of your choice in your aura take 1d4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target cannot take bonus actions until the start of your next turn and takes 1d6 lightning damage on a failed save and half as much damage on a successful one and can take bonus actions. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; When this effect is activated, each creature of your choice in your aura gains 1d4 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
&lt;br /&gt;
==== Storm Soul ====&lt;br /&gt;
At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; You gain resistance to fire damage, and you don’t suffer the effects of extreme heat. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet, or increase your swimming speed by 10ft if you already have one.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; You gain resistance to cold damage, and you don’t suffer the effects of extreme cold. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.&lt;br /&gt;
&lt;br /&gt;
==== Shielding Storm ====&lt;br /&gt;
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.&lt;br /&gt;
&lt;br /&gt;
==== Raging Storm ====&lt;br /&gt;
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.&lt;br /&gt;
&lt;br /&gt;
== Path of Strikers ==&lt;br /&gt;
Strikers harness the primordial power of the storm to wreak havoc upon their foes, through stealing their sight, their movement, or simply crushing them before they have the chance to act at all. They are a unique type of defender for their allies, their protection being somewhat a byproduct of the sheer devastation they inflict upon the enemy. They are not simply a conduit for the wrath of the storm, though, but instead wield it with thought and practice, shaping it into devastating strikes and unique abilities some would almost comparable to spellcraft, mimicing the sometimes unpredictable and sudden wrath of a tempest, changing these abilites like the weather with the seasons. Though they may seem dangerous and collateral-prone, Strikers are mindful to shape their lightning around and away from their allies, diffusing it through a combination of sheer will and practiced talent.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Striker could develop their powers in a number of ways. Some may be from a long lineage of Strikers, or were caught in a freak magical storm and left with some of that residual energy. However you came to be a Striker, you embody chaos and control in equal measure, proving that the best defense is an overwhelming offense.&lt;br /&gt;
&lt;br /&gt;
==== Titan ====&lt;br /&gt;
At 3rd level, you find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal Lightning Damage equal to 1d6 + your Strength Modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.&lt;br /&gt;
Additionally, you gain Proficiency and Expertise in Athletics.&lt;br /&gt;
&lt;br /&gt;
==== Fists of Havoc ====&lt;br /&gt;
Also at 3rd level, your rages are empowered by your thunderous might. While raging, you gain the following benefits:&lt;br /&gt;
*You gain Resistance to Lightning Damage.&lt;br /&gt;
*Your jump heights and distances are doubled.&lt;br /&gt;
*Whenever you grapple or shove a creature, it takes Lightning damage equal to 1d4 + your Proficiency Bonus.&lt;br /&gt;
*As a part of the bonus action to Rage, and as a bonus action during your Rage, you may make one Unarmed Strike attack.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Arsenal ====&lt;br /&gt;
At 6th level, your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of the class description.&lt;br /&gt;
You may change one or both of these abilities to another from the same list at the end of a a long rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
A Reach or Strike can be used in place of any unarmed strike attack you would make during your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You have advantage on any saving throws and take half damage from your Reach effects, and are immune to them while raging.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Reach and Strike abilities use your Arsenal DC in many places. This DC is equal to (8 + your proficiency bonus + your Constiution modifier)&lt;br /&gt;
&lt;br /&gt;
==== Trample ====&lt;br /&gt;
At 10th level, nothing alive or otherwise can stop the storming force that you’ve become.&lt;br /&gt;
Lightning damage you deal ignores resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your unarmed strikes deal an additional 1d4 Lightning damage, and deal double damage to structures and objects.&lt;br /&gt;
&lt;br /&gt;
==== Thundercrash ====&lt;br /&gt;
At 14th level, you have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You have also mastered the ultimate Striker technique; The Thundercrash.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can give yourself a Flying Speed of 150ft until the end of your turn. Once you begin moving, you cannot take any other actions or reactions until your flying movement is exhausted. If you stop moving at any point while using this fly speed, any of your remaining fly speed from this ability is exhausted.&amp;lt;br&amp;gt;&lt;br /&gt;
You can pass through the space of hostile creatures while you have this flight, treating that space as difficult terrain. The first time you pass through a hostile creature’s space during this movement, they take Lightning Damage equal to 2d6 + double your Proficiency Bonus. If you end the movement in the air, you float harmlessly down to the ground at a rate of 30 feet per second.&amp;lt;br&amp;gt;&lt;br /&gt;
If you end the movement touching a surface, you create a devastating shockwave, and all hostile creatures within a 30 foot cube of the impact must make a Dexterity saving throw against your Arsenal DC, or take 4d6 Lightning and 4d6 Thunder damage, and are knocked prone and blinded. On a successful save, they take half damage and are only knocked prone or blinded (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
For one minute after your Thundercrash, any hostile creatures that ends their turn within 30 feet of the impact point need to make a dexterity saving throw, or take 2d6 Lightning Damage on a failure, and half as much on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this ability, you must finish a long rest before you can use it again.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Reach ====&lt;br /&gt;
All Reaches are considered simple thrown weapons, with which you are proficient. They have a range of 30/40ft.&amp;lt;br&amp;gt;&lt;br /&gt;
They appear as Tiny objects, whose appearance you choose.&amp;lt;br&amp;gt;&lt;br /&gt;
They are summoned to your hand when you choose to attack with them, and dissapear in a small shower of sparks as soon as their effects conclude, or if they exit their range.&lt;br /&gt;
If you miss an attack roll with a Reach, it will fly past the target of the attack, until it hits another creature or surface, or exits its range.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thunderclap Reach.&#039;&#039;&#039; This reach sticks to any creature or surface it hits, and faces back towards you. As soon as it hits a surface or creature, and at the start of your next turn, all creatures of your choice within a 15 foot cone out from the surface or creature this Reach hits must make a Dexterity Saving Throw against your Arsenal DC. They take 3d6+ your Rage damage bonus in lightning damage on a fail, or half as much on a save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Blinding Reach.&#039;&#039;&#039; As soon as this Reach impacts a creature or surface, all creatures of your choice within a 15 foot cube take lightning damage equal to your Rage damage bonus, and need to make a Constitution Saving Throw against your Arsenal DC, or be blinded until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pulsing Reach.&#039;&#039;&#039; As soon as a this reach impacts a creature or surface, all creatures of your choice within a 15 foot cube need to make a Strength Saving Throw against your Arsenal DC, or take 1d6+ your Rage damage bonus in Lightning damage, and be knocked prone. On a save, a creature takes half damage and is not knocked prone.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Strike ====&lt;br /&gt;
&#039;&#039;&#039;Seismic Strike.&#039;&#039;&#039; When you take the Dash action, you can run directly into a creature, and make an unarmed strike attack (no action required). If the attack hits, deal extra lightning damage equal to your rage damage bonus, and the creature must make a Constitution Saving Throw against your Arsenal DC, or be Deafened until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ballistic Strike.&#039;&#039;&#039; When you are at least 10 feet in the air, choose a point you can see on the ground. This point can be an equal distance away from how high in the air you are, to a maximum of (10 x your barbarian level). You slam down to that point, taking no fall damage, and you then make an unarmed strike attack against all creatures of your choice within 5 feet of the impact. If an attack hits, it deals extra lightning damage equal to your Rage damage bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaining Strike.&#039;&#039;&#039; When you hit a creature with a melee attack that deals any Lightning damage, a number of other creatures of your choice within 10 feet, up to a number equal to your proficiency bonus, take Lightning damage equal to 1d4 + double your Proficiency Bonus damage bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Subjugators ==&lt;br /&gt;
Those who follow this path grant no mercy and ask for none. Weakness is seen as consent to be crushed by the strong. Those that are conquered are expected to serve not only in life, but also in death.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no great numbers of tribes that follow this path, for the path of the one who would rule the dead is a path made alone, save for the wailing that follows them.&lt;br /&gt;
&lt;br /&gt;
==== Grisly Treasure ====&lt;br /&gt;
At 3rd level, you draw strength from your foes. Beasts and Monstrosities killed by you or your allies can be looted for a trophy if it was killed in a combat you took part in.&amp;lt;br&amp;gt;&lt;br /&gt;
Trophies usually take the form of a body part or a notable item belonging to your enemy and must be displayed openly on your person to benefit you. This can take many forms, such as tying small bones to your clothing, wearing or wielding a notable item belonging to an enemy, or even crafting an item from their corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of trophies equal to your proficiency bonus and taking a new trophy causes the trophy of the lowest CR creature you bear to crumble to dust and be destroyed.&lt;br /&gt;
You cannot take more than one trophy from a single enemy for use with the features of this path.&lt;br /&gt;
&lt;br /&gt;
==== Savage Lore ====&lt;br /&gt;
At 3rd level, you can summon the spirit of your fallen foe. As an Action, you hold forth a creature&#039;s trophy to summon its shade to an unoccupied space you can see within 30 feet of you.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade has the same appearance and statistics that the creature had in life, but it is translucent and has gray tone to it.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade can only obey simple commands such as guarding a location, or following an ally.&amp;lt;br&amp;gt;&lt;br /&gt;
In combat, the shade disregards commands, mindlessly pursuing the closest enemy, making a single attack against that enemy at the end of your turn. The shade&#039;s attacks deal Psychic Damage and use the statistics of the creature it&#039;s based off of.&lt;br /&gt;
The shade disappears if it&#039;s reduced to 0 hit points, you summon another shade, or after it makes a number of attacks equal to your proficiency bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When a shade disappears, the trophy that was used to summon it crumbles to dust and is destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Grim Countenance ====&lt;br /&gt;
At 6th level, while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.&amp;lt;br&amp;gt;&lt;br /&gt;
While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the area of vanquished souls it must succeed a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier, on a failure the target is Slowed and Frightened of you until the end of your Next turn, also the target takes Psychic Damage equal to the Proficiency Bonus of the highest CR creature who&#039;s trophy you bear.&lt;br /&gt;
&lt;br /&gt;
==== Primal Sovereignty ====&lt;br /&gt;
By 10th level, your dominance over the dead is implacable.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Grisly Treasure feature now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the Speak With Dead spell and perceive you as an ally, though you can still only ask 5 questions.&lt;br /&gt;
In addition, you can now use a Bonus Action to precisely direct a shade&#039;s movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding legendary, mythic, villain, and lair actions.&lt;br /&gt;
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Dread Knowledge ====&lt;br /&gt;
At 14th level, you can call upon the greater powers that your enemies possessed in life.&amp;lt;br&amp;gt;&lt;br /&gt;
As an action, you hold forth a trophy to absorb the spirit held within it.&amp;lt;br&amp;gt;&lt;br /&gt;
As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently upon the battlefield it disappears and is drawn into yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
As part of the action you use to absorb the spirit, and on subsequent turns as an action, you may use any single action, legendary action, or spell that was available to the creature that the spirit was in life. This state persists until you use that creature&#039;s action or use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you absorb a spirit, you can&#039;t do so again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Totem Warriors ==&lt;br /&gt;
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.&lt;br /&gt;
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Seeker ====&lt;br /&gt;
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals.&lt;br /&gt;
&lt;br /&gt;
==== Totem Spirit ====&lt;br /&gt;
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, you have advantage on saving throws to resist spells and magical effects. In addition, you gain the benefits of your Danger Sense feature even when you are blinded or deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While you are raging and aren&#039;t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, you can, as a Bonus Action, regain hit points equal to half your barbarian level. If you take fire damage, you cannot use this trait until the end of your next turn. The spirit of the hydra makes you incredibly tenacious in combat.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While raging, you have resistance to psychic damage. In addition, you have advantage on saving throws to see past illusions and resist being charmed. The spirit of the sphinx makes your mind impenetrably sharp.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.&lt;br /&gt;
&lt;br /&gt;
==== Aspect of the Beast ====&lt;br /&gt;
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; You gain the magical senses of a chimera. You can cast Detect Magic, but only as a ritual. Additionally, you gain proficiency in Arcana.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; You gain the relentless endurance of a hydra. As an action, you can reduce your exhaustion level by 1. You can use this action once per long rest. The hydra’s spirit grants you the strength to persevere through the most difficult of circumstances.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; You are immune to any effect that would sense your emotions, read your thoughts, or magically discern your location. In addition, when you make a Charisma (Deception) check, if the roll on the d20 is lower than your Constitution Score, you can increase your roll to be equal to that score. The spirit of the sphinx makes you proud and imperious.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Walker ====&lt;br /&gt;
At 10th level, you can cast the Commune With Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.&lt;br /&gt;
&lt;br /&gt;
==== Totemic Attunement ====&lt;br /&gt;
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, if you are targeted by a spell, you can use your reaction to immediately move up to your speed. If you end your movement within 5 feet of the caster, the caster must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or the spell is interrupted and the caster takes Bludgeoning Damage equal to 1d12 + your Strength modifier. On a successful save, the spell is not interrupted and the caster takes half damage.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, if you attack at least two different creatures when you take the Attack action, you can make one additional melee weapon attack as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While you are raging, you can use your action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.&lt;br /&gt;
&lt;br /&gt;
== Path of Wild Magic ==&lt;br /&gt;
As folk of deep feeling, barbarians are especially susceptible to wild, fey influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.&lt;br /&gt;
&lt;br /&gt;
==== Magic Awareness ====&lt;br /&gt;
At 3rd level you can open your awareness to the presence of concentrated magic. As an action, until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Wild Surge ====&lt;br /&gt;
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. You can also use a Bonus Action while raging to roll on the table again, replacing the previous effect. All of these effects end when you finish raging. If the effect requires a saving throw or ability check, the DC equals 8 + your Proficiency Bonus + your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wild Magic&lt;br /&gt;
|-&lt;br /&gt;
! d100 !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || You explode. Cast Fireball at 3rd level centered on yourself, using Constitution as your spellcasting modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || Whenever a creature within 60ft you takes damage, all creatures within 60ft take the same amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || A 30ft cube of ice materializes centered on you. Creatures within begin suffocating and take 1d6 Cold damage at the start of their turn. The Cube has an AC of 5 and a number of Hit Points equal to 5 times your Constitution Modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 7-8 || A black hole opens in your chest, all creatures within 60ft of you must make a Strength saving throw or be pulled 30ft towards you. You must make a Dexterity saving throw or take 1d10 bludgeoning damage at the start of your turn as you are pelted by debris.&lt;br /&gt;
|-&lt;br /&gt;
| 9-10 || Hundreds or arms grow out of your back grasping at nearby creatures. At the start of each of your turns, you attempt to grapple each creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 11-12 || Your body begins emanating inky magical darkness, all creatures within 10ft of you are Blinded.&lt;br /&gt;
|-&lt;br /&gt;
| 13-14 || Animated chains rise out of the floor, all creatures within 30ft of you must&lt;br /&gt;
make a Strength saving throw or be Restrained by the chains. A creature restrained by the chains can use its action to make a Strength (Athletics). On a success, the creature is no longer Restrained&lt;br /&gt;
|-&lt;br /&gt;
| 15-16 || The floor within 60ft of you turns to knee deep custard, any creature that did not move at least 10ft on its turn is restrained and must make a Strength Saving throw at the start of each of its turns to move again.&lt;br /&gt;
|-&lt;br /&gt;
| 17-18 || At the start of each of your turns, you cast the Sleep spell centered on yourself with your Current hit points being the number of Hit Points effected.&lt;br /&gt;
|-&lt;br /&gt;
| 19-20 || A 30ft snowstorm centered on you whips up, each creature apart from you in that area must make a DC 10 Constitution saving throw or suffer Exhaustion 1. the area is also heavily obscured.&lt;br /&gt;
|-&lt;br /&gt;
| 21-22 || Ball bearings spill out of your clothing in a 60ft Radius at the start of each of your turns, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. These ball bearings magically disappear at the end of your turn.&lt;br /&gt;
|-&lt;br /&gt;
| 23-24 || all creatures within 60 ft of you have their legs replaced with the bottom of random chess pieces and can only move like those pieces. This affect end when your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 25-26 || You and all creatures within 15ft of you are reduced to the physique of a child, your speed, damage, and Armor class are halved, and all checks are made at disadvantage.&lt;br /&gt;
|-&lt;br /&gt;
| 27-28 || Your bones vanish, you are immune to bludgeoning damage but automatically fail all strength checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 29-30 || You become stone, you are immune to piercing damage but automatically fail all dexterity checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 31-32 || You turn into translucent jelly, you are immune to slashing damage but automatically fail any constitution checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 33-34 || You legs are replaced by a slugs foot, your speed is reduced to 10 ft and you can walk vertically and upsides down on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 35-36 || Your arms are replaced by fins, you can not hold items and you gain a swim speed equal to double your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
| 37-38 || You grow gills, losing the ability to breath air and gain water breathing, you can also spit a 10ft cone of viscous goo as a bonus action, creatures caught in the cone must make a dexterity saving throw or take 4d4 acid damage.&lt;br /&gt;
|-&lt;br /&gt;
| 39-40 || Your eyes are replaced with compound eyes, you can&lt;br /&gt;
not be flanked but you have disadvantage on all perception checks that rely on&lt;br /&gt;
sight.&lt;br /&gt;
|-&lt;br /&gt;
| 41-42 || You grow a second head, gaining advantage on Intelligence and Wisdom saving throws as well as perception checks, but creatures attacking you have their crit range doubled.&lt;br /&gt;
|-&lt;br /&gt;
| 43-44 || All creatures that start their turn within 60ft of you randomly switch places with another creature within the same radius.&lt;br /&gt;
|-&lt;br /&gt;
| 45-46 || The ground around you for 20 ft becomes semi-fluid like a waterbed, becoming difficult terrain.&lt;br /&gt;
|-&lt;br /&gt;
| 47-48 || At the start of each of your turns, a pit of lava opens up in a random space within 5ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 49-50 || Reroll, keep the previous effect as well as the next one you roll.&lt;br /&gt;
|-&lt;br /&gt;
| 51-52 || Gravity within 120ft of you is turned 90 degrees in a random direction until your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 53-54 || All sound ceases in a 20 ft radius cantered on you.&lt;br /&gt;
|-&lt;br /&gt;
| 55-56 || Creatures you deal damage to drop an amount of Silver Pieces equal to the amount of damage you dealt.&lt;br /&gt;
|-&lt;br /&gt;
| 57-58 || As a bonus action you can make a ranged weapon attack using your Constitution, if you hit you can alter the cut, style and color of the clothes of the target.&lt;br /&gt;
|-&lt;br /&gt;
| 59-60 || The light within 20ft of you takes on a deep red hue and a choir stars singing, granting you advantage on intimidation checks.&lt;br /&gt;
|-&lt;br /&gt;
| 61-62 || You can summon custard pies out of thin air and make a ranged attack, if you hit the creature has disadvantage on charisma checks.&lt;br /&gt;
|-&lt;br /&gt;
| 63-64 || Enemies are randomly attached together in pair until no more pairs can be made, they are attached by rubber bands that pull them 5ft closer to each other each at the start of their turns and will not allow them to be more than 20ft away from each other.&lt;br /&gt;
|-&lt;br /&gt;
| 65-66 || Each action you take is accompanied by musical cue’s and sound effects that can be heard up to 60ft away.&lt;br /&gt;
|-&lt;br /&gt;
| 67-68 || While raging, you cast Vicious Mockery at the start of each of your turns targeting a random creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 69-70 || At the start of each of your turns, a cow drops from the sky at a random location within 10ft of you. a creature in that space must make a Dexterity Saving Throw, or takes 2d10 Bludgeoning Damage and be knocked prone.&lt;br /&gt;
|-&lt;br /&gt;
| 71-72 || Your legs turn into Springs allowing you to jump in any direction up to your full movement.&lt;br /&gt;
|-&lt;br /&gt;
| 73-74 || Your arms become long noodles causing your reach to increase by 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 75-76 || Your hair grows and becomes prehensile, you can use it to make grapple attacks as a bonus action with a range of 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 77-78 || Your torso can spin like a propeller allowing you to make a single attack against all targets within 5ft as an action.&lt;br /&gt;
|-&lt;br /&gt;
| 79-80 || Your body melts and becomes bright pink slime, you are considered amorphous,&lt;br /&gt;
able to move through spaces 1 inch wide without squeezing. You are immune to&lt;br /&gt;
grappling and prone.&lt;br /&gt;
|-&lt;br /&gt;
| 81-82 || Your body grows battlements and arrow slits as well as an army of tiny soldiers. On initiative count 20 the soldiers inside fire two tiny catapults&lt;br /&gt;
at your enemies using Constitution with a range of 40ft dealing 1d6 Piercing Damage + your Rage Damage and shoot a volley of arrows in. 10ft Cone forcing creatures to make a Dexterity Saving Throw, or take 1d4 times your Proficiency Bonus on a failed saving throw, and half as much on a successful save.&lt;br /&gt;
|-&lt;br /&gt;
| 83-84 || You can create at infinite amount of silk rope by pulling it out of your sleeve.&lt;br /&gt;
|-&lt;br /&gt;
| 85-86 || At the start of each of your turns, you can Minute Meteors centered on yourself, using Constitution for your spellcasting ability.&lt;br /&gt;
|-&lt;br /&gt;
| 87-88 || You grow feathered wings that grant you a Flying Speed equal to two times your Walking Speed.&lt;br /&gt;
|-&lt;br /&gt;
| 89-90 || You grow a Star-nosed mole’s nose and gain Tremorsense out to a range of 120ft.&lt;br /&gt;
|-&lt;br /&gt;
| 91-92 || Your skeleton becomes adamant and you become immune to critical hits.&lt;br /&gt;
|-&lt;br /&gt;
| 93-94 || You cast the lightning a Lightning Bolt spell at the start of each of your turns using Constitution as your spellcasting modifier in a random direction also targeting yourself.&lt;br /&gt;
|-&lt;br /&gt;
| 95-96 || Your weapon becomes an energy weapon that makes a loud humming noise and deals an additional 2d6 radiant damage.&lt;br /&gt;
|-&lt;br /&gt;
| 97-98 || You can teleport 60ft to space you can see as a bonus action.&lt;br /&gt;
|-&lt;br /&gt;
| 99-100 || You are surrounded by a burning golden aura. Your Strength, Constitution and Dexterity modifier, as well as your speed, is doubled for the duration of your rage. You also gain Temporary Hit Points equal to 1d12 + your constitution modifier at the start of your turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Magic ====&lt;br /&gt;
Starting at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:&lt;br /&gt;
For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.&lt;br /&gt;
Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.&lt;br /&gt;
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Unstable Backlash ====&lt;br /&gt;
At 10th level, 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.&lt;br /&gt;
&lt;br /&gt;
==== Controlled Surge ====&lt;br /&gt;
At 14th level, you gain masterful control over your surges. Instead of rolling once on the Wild Magic Table, you roll three times and choose any number of the rolled effects.&lt;br /&gt;
&lt;br /&gt;
== Path of Zealots ==&lt;br /&gt;
These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.&lt;br /&gt;
&lt;br /&gt;
==== Divine Fury ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.&lt;br /&gt;
&lt;br /&gt;
==== Warrior of the Three ====&lt;br /&gt;
At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.&lt;br /&gt;
&lt;br /&gt;
==== Zelous Presence ====&lt;br /&gt;
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Rage Beyond Death ====&lt;br /&gt;
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.&amp;lt;br&amp;gt;&lt;br /&gt;
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.&lt;br /&gt;
&lt;br /&gt;
= Changes =&lt;br /&gt;
&lt;br /&gt;
==== Short Rests ====&lt;br /&gt;
Anything that recharges once on a short rest, instead recharges Proficiency Bonus number of times per long rest.&lt;br /&gt;
&lt;br /&gt;
=== Core Class ===&lt;br /&gt;
&lt;br /&gt;
==== Starting Equipment ====&lt;br /&gt;
Greataxe or Melee Martial Weapon | Any Simple or Martial Melee Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Two Handaxes or 1 Simple Weapon | Two Simple Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&#039;s Pack | Equipment Pack&amp;lt;br&amp;gt;&lt;br /&gt;
Four Javelins | Five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Additional Rage Damage ====&lt;br /&gt;
Changed Rage Damage to be based on Proficiency Bonus (+2, 1-4th. +3, 5-8th. +4, 9-12th. +5, 13-16th. +6, 17-20th), rather then seemingly arbitrary bonuses (+2, 1-8th. +3, 9-15. +4, 16-20th), this results in an average Rage Damage increase of +1.65, and with a singular extra attack, a +3.3 DPR increase (+4.95 DPR if duel wielding or Path of Berserkers, and +6.6 if duel wielding and Path of Berserkers)&lt;br /&gt;
&lt;br /&gt;
==== Rage Uses ====&lt;br /&gt;
Rage uses are based on Proficiency Bonus, rather then arbitrary amounts, also based on long rests versus short rests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PB Based&#039;&#039;&#039; 2 uses, 1-4th. 3 uses, 5-8th. 4 uses, 9-12th. 5 uses, 13-16th. 6 uses, 17-20th, per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arbitrary Based&#039;&#039;&#039; 2 uses, 1-3rd. 3 uses, 4-5th. 4 uses, 6-11th. 5 uses, 12-16th. 6 uses, 17-20th, per short or long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
On average this is less rages (+0.25 rages), and you lose the short rest regeneration.&lt;br /&gt;
&lt;br /&gt;
==== Feature Changes ====&lt;br /&gt;
Extra Attack now scales if you have more copies of the feature and reach certain levels (2 copies at 11th level, 3 copies at 20th level)&amp;lt;br&amp;gt;&lt;br /&gt;
Feral Instinct changed from &amp;quot;you ignore surprise if the first thing you do is rage&amp;quot; to &amp;quot;you can&#039;t be surprised&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Relentless Rage now allows you to try resist Critical hits.&lt;br /&gt;
&lt;br /&gt;
==== Added Features ====&lt;br /&gt;
Primal Knowledge at 3rd and 10th level&amp;lt;br&amp;gt;&lt;br /&gt;
Resolute Will at 13th level&amp;lt;br&amp;gt;&lt;br /&gt;
Gifted Strength at 15th level&amp;lt;br&amp;gt;&lt;br /&gt;
Shared Strength at 17th level&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subclasses ===&lt;br /&gt;
&lt;br /&gt;
==== Subclass Changes ====&lt;br /&gt;
Added the Chimera, Hydra, and Sphinx as options for Path of Totem Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Completely reworked Path of Battlerager&lt;br /&gt;
&lt;br /&gt;
==== Added Subclasses ====&lt;br /&gt;
Added Path of Crucibles&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Giants&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Glaciers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Impulse&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Ravenous Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Strikers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Subjugators&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Wrestlers&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1459</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1459"/>
		<updated>2022-11-09T19:14:46Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Fists of Havoc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Barbarian =&lt;br /&gt;
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.&amp;lt;br&amp;gt;&lt;br /&gt;
A hobgoblin snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.&amp;lt;br&amp;gt;&lt;br /&gt;
Frothing at the mouth, a dwarf slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.&amp;lt;br&amp;gt;&lt;br /&gt;
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.&amp;lt;br&amp;gt;&lt;br /&gt;
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Rage, Unarmored Defense || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Reckless Attack, Danger Sense || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Primal Path, Primal Knowledge || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Extra Attack, Fast Movement || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Primal Path Feature || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || Feral Instinct, Instinctive Pounce || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || Brutal Critical (2 Times), Resolute Will || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Primal Path Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Relentless Rage || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || Brutal Critical (3 Times), Stored Strength || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Primal Path Feature || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || Persistent Rage, Gifted Strength || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || Brutal Critical (4 Times), Shared Strength || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Indomitable Might || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Primal Champion || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d12 per Barbarian Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 12 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d12 (or 7) + your Constitution Modifier per Barbarian Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, and Shields&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Constitution.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; One Simple or Martial Melee Weapon, two Simple Weapons, one Equipment Pack, and five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
At 1st level you can enter a state of mindless, focused, flow, often channeled as rage and wrath. On your turn you can enter Rage as a Bonus Action, if you aren’t wearing Heavy Armor, you gain the following benefits.&lt;br /&gt;
*You have advantage on Strength Checks and Saving Throws&lt;br /&gt;
*You make an attack with a weapon using Strength you gain a bonus to damage equal to your Proficiency Bonus&lt;br /&gt;
*You have Resistance to Bludgeoning, Piercing, and Slashing Damage&lt;br /&gt;
You cannot cast Spells or Concentrate on effects while Raging. Your Rage lasts for 1 minute, but ends early if you fall Unconscious or end your turn without performing an attack or if you haven’t been attacked since the end of your turn. You can also end it early as a Free Action. You can use this feature a number of times equal to your Proficiency Bonus, retaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
Also starting at 1st level, while you are not wearing armor, you have an Armor Class of 10 + Your Dexterity Modifier + Your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you gain the ability to abandon defense to effectively harm your foes. When you make an attack with a weapon using Strength on your turn, you can choose to gain advantage on that attack and all future attacks that use Strength that you make on your turn, but all attack rolls against you have advantage until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have advantage on Dexterity Saving Throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be Blinded, Deafened, or Incapacitated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 3rd level you gain one of the following Proficiencies, or another Proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
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 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
At 5th level you can perform an additional attack as part of the Attack action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.&lt;br /&gt;
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&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your Speed increases by 10 feet while you aren’t wearing Heavy Armor.&lt;br /&gt;
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&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls and cannot be surprised.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Instinctive Pounce ====&lt;br /&gt;
Also at 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, deal 2 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 3 times the max damage at 13th level and 4 times the max damage at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Resolute Will ====&lt;br /&gt;
Also at 9th level, you gain the ability to use your resolute well of power to improve your day to day activities. When you make a skill check, you can expend a hit die to add a d12 to the roll. You can add this bonus before or after you make the roll, but before the DM says whether or not you succeed,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 10th level you gain one of the following proficiencies, or another proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&amp;lt;br&amp;gt;&lt;br /&gt;
If you suffer a critical hit while you’re raging, you can make a Constitution Saving Throw. If you succeed, the attack becomes a normal hit instead.&amp;lt;br&amp;gt;&lt;br /&gt;
This Constitution Saving Throw has a DC of 10 which increases by 5 each time you use this feature. When you finish a long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 13th level, you deal 3 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 4 times the max damage at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stored Strength ====&lt;br /&gt;
Also at 13th level, you gain the ability to recover long-term vitality by sacrificing temporary health. As a bonus action, you can reduce your current hit points by 5. If you do, you recover a hit die.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gifted Strength ====&lt;br /&gt;
Also at 15th level, you gain the ability to invite others into your strength. As a bonus action, you can touch a creature including yourself and expend a Hit Die. The target creature gains one of the following effects you choose:&amp;lt;br&amp;gt;&lt;br /&gt;
*The target heals a number of Hit Points equal to your Constitution Modifier&lt;br /&gt;
*The target gains Resistance to a type of damage of your choice for 1 minute&lt;br /&gt;
*The target gains a Climbing Speed or Swimming Speed equal to your Walking Speed for 1 hour.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 17th level, you deal 4 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==== Shared Strength ==== &lt;br /&gt;
Also at 17th level, when you hit on an attack roll, you can expend a hit dice to heal up to two other creatures within 15ft of you a number of hit points equal to 1 roll of the hit dice you expended + your Constitution Modifier (minimum 1).&lt;br /&gt;
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&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
= Primal Paths =&lt;br /&gt;
&lt;br /&gt;
== Path of Ancestral Guardians ==&lt;br /&gt;
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.&lt;br /&gt;
&lt;br /&gt;
==== Ancestral Protectors ====&lt;br /&gt;
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, causing them to surround and harass that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the start of your next turn, that creature has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Shield ====&lt;br /&gt;
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.&lt;br /&gt;
&lt;br /&gt;
==== Consult the Spirits ====&lt;br /&gt;
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast either spell in this way a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Vengeful Ancestors ====&lt;br /&gt;
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.&lt;br /&gt;
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== Path of Battleragers ==&lt;br /&gt;
Barbarians who embody pure chaos and rage often become Battlerager barbarians. They use special spiked armor to grab their foes in combat and harm them by being in pure proximity to you. &lt;br /&gt;
&lt;br /&gt;
==== Imbue Spikes ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to transform a set of medium armor into Spike Armor. When you finish a long rest you can touch a set of medium armor, it magically grows spikes and becomes Spike Armor, which has an AC of 14 + Dexterity Modifier (max 2).&amp;lt;br&amp;gt;&lt;br /&gt;
If the set of medium armor was magical in any way, that benefit is transferred to your Spike Armor.&lt;br /&gt;
&lt;br /&gt;
==== Battlerager Armor ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
While you are wearing spiked armor, you gain spikes which deals 1d8 Piercing Damage and can be used as an unarmed attack.&lt;br /&gt;
&lt;br /&gt;
==== Grappling Spikes ====&lt;br /&gt;
Also at 3rd level, you learn better how to use your spikes to grapple creatures. While raging, if you grapple a creature, you deal Piercing Damage to the target equal to your Strength Modifier. At the start of each of the creature&#039;s turns, it takes this Damage again if it is still grappled and you are still raging.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Abandon ====&lt;br /&gt;
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.&lt;br /&gt;
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==== Battlerager Charge ====&lt;br /&gt;
Also at 6th level, your pure raging chaos quickens your stride. Your speed increases by 10ft, and you can take the Dash action as a bonus action.&lt;br /&gt;
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==== Vice Grip ====&lt;br /&gt;
At 10th level, you become a natural at grappling creatures. Whenever you take the Attack Action, you can also attempt to grapple a creature as part of that action.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, you are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger then you.&lt;br /&gt;
&lt;br /&gt;
==== Spiked Retribution ====&lt;br /&gt;
At 14th level, when a creature enters a space within 5ft of you, or a creature within 5ft of you takes an action or bonus action, you can cause that creature to take Piercing Damage equal to your Proficiency Bonus.&lt;br /&gt;
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== Path of Beasts ==&lt;br /&gt;
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations.&lt;br /&gt;
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==== Form of the Beast ====&lt;br /&gt;
Starting at 3rd level when you choose this subclass, 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 modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage:&lt;br /&gt;
*&#039;&#039;&#039;Bite.&#039;&#039;&#039; Your mouth transforms into a bestial muzzle or great mandibles. 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 proficiency bonus, provided you have less than half your hit points when you hit.&lt;br /&gt;
*&#039;&#039;&#039;Claws.&#039;&#039;&#039; Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. 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.&lt;br /&gt;
*&#039;&#039;&#039;Tail.&#039;&#039;&#039; You 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.&lt;br /&gt;
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==== Bestial Soul ====&lt;br /&gt;
At 6th level, 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 non-magical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a long rest, choose one of the following benefits, which lasts until you finish your next or long rest:&lt;br /&gt;
*&#039;&#039;&#039;Climbing.&#039;&#039;&#039; You gain a Climbing Speed equal to your Walking Speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.&lt;br /&gt;
*&#039;&#039;&#039;Jumping.&#039;&#039;&#039; When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.&lt;br /&gt;
*&#039;&#039;&#039;Swimming.&#039;&#039;&#039; You gain a Swimming Speed equal to your Walking speed, and you can breathe underwater.&lt;br /&gt;
&lt;br /&gt;
==== Infectious Fury ====&lt;br /&gt;
At 10th level, 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 must succeed on a Wisdom Saving Throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):&lt;br /&gt;
*The target must use its reaction to make a melee attack against another creature of your choice that you can see.&lt;br /&gt;
*The target takes 2d12 Psychic Damage.&lt;br /&gt;
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Call the Hunt ====&lt;br /&gt;
At 14th level, 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 modifier (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 each use the following benefit 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.&lt;br /&gt;
&lt;br /&gt;
== Path of Berserkers ==&lt;br /&gt;
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
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==== Frenzy ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you go into a frenzy while raging. While raging, you can make a single melee weapon attack as a bonus action on each of your turns after this one.&lt;br /&gt;
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==== Mindless Rage ====&lt;br /&gt;
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
==== Intimidating Presence ====&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
==== Retaliation ====&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;br /&gt;
&lt;br /&gt;
== Path of Crucibles ==&lt;br /&gt;
Some Barbarians bottle up their rage, causing physical heat to boil inside of them, eventually overheating and exploding out in pure fury. These hot-headed ragers walk the Path of Crucibles &lt;br /&gt;
&lt;br /&gt;
==== Thermal Core ====&lt;br /&gt;
Starting when you chose this path at 3rd level, you slowly build up kinetic energy and heat while raging, eventually letting it out uncontrollably. During your rage, every time you hit on a weapon attack roll, and you are hit by a weapon attack roll, you gain one Core Temperature Die. These dice are d4s, and increase in size as you gain levels in this class, at 6th level (d6), at 10th level (d8), at 14th level (d10), and at 18th level (d12).&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When you would gain a Core Temperature Dice while at your maximum held, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.&amp;lt;br&amp;gt;&lt;br /&gt;
When this occurs, all other creatures within 30ft must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you lost, or half as much on a successful Save.&lt;br /&gt;
&lt;br /&gt;
==== Burning Heart ====&lt;br /&gt;
Also at 3rd level, your natural heat allows you to resist the most extreme conditions. You ignore the effects of Extreme Heat and Extreme Cold. Additionally, while sleeping, you provide the warmth of a campfire to creatures within 15ft of you.&lt;br /&gt;
&lt;br /&gt;
==== Blazing Core ====&lt;br /&gt;
Beginning at 6th level, your inner forge allows you to provide light, and protection to your allies, warding them from the bitter frost of death.&amp;lt;br&amp;gt;&lt;br /&gt;
Your body becomes constantly wreathed in harmless flames. These flames give off bright light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed dim light for an additional number of feet equal to this radius.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when a creature within 15ft of you makes a Death Saving Throw, you can use your Reaction to grant that save advantage.&lt;br /&gt;
&lt;br /&gt;
==== Molten Core ====&lt;br /&gt;
At 10th level, you learn to control your inner fire. You gain the following ways to spend your Core Temperature Dice:&lt;br /&gt;
*When you hit on a weapon attack, you can expend a Core Temperature Dice to deal additional Fire damage to the target equal to two rolls of your Core Temperature Dice.&lt;br /&gt;
*You use your stored kinetic energy to leap through fire, as a Bonus Action you can expend one of your Core Temperature Dice to teleport a number of feat equal to 5 times your Proficiency Bonus. When you do so, you deal fire damage equal to your Proficiency to all creatures within 5ft of you.&lt;br /&gt;
*A burst of magma leaps from your chest to a nearby creature. When you take the attack actions, you can expend any number of Core Temperature Dice to replace that number of attacks with a Ranged Weapon Attack Roll using your Constitution that Deals Fire Damage equal to two rolls of your Core Temperature Dice and has a range of 15/60ft, you apply your Rage Damage to these attacks.&lt;br /&gt;
&lt;br /&gt;
==== Blazing Mastery ====&lt;br /&gt;
Beginning at 14th level, your inner well of heat grows deeper. You can now hold a number of Core Temperature Dice equal to 2 times your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain your heat more quickly, now, when you hit on a Weapon Attack or are hit with a Weapon Attack, you gain 2 Core Temperature Dice instead of 1, and you gain 1 Core Temperature Dice at the start of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, as an Action on your turn you can expend all of your Core Temperature Dice to unleash a controlled burst of heat.&amp;lt;br&amp;gt;&lt;br /&gt;
All creatures of you choice within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you expended, or half as much on a successful Save.&lt;br /&gt;
&lt;br /&gt;
== Path of Giants ==&lt;br /&gt;
Barbarians who walk the Path of Giants draw strength from the primal forces that are the Giants and their elemental ilk. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might.&lt;br /&gt;
During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.&lt;br /&gt;
&lt;br /&gt;
==== Giant Power ====&lt;br /&gt;
When you choose this path at 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the Druidcraft or Thaumaturgy cantrip (your choice). Constitution is your spellcasting ability for this spell.&lt;br /&gt;
&lt;br /&gt;
==== Giant’s Havoc ====&lt;br /&gt;
Also at 3rd level, your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:&lt;br /&gt;
*When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.&lt;br /&gt;
*Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.&lt;br /&gt;
&lt;br /&gt;
==== Elemental Cleaver ====&lt;br /&gt;
At 6th level, your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 Damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.&lt;br /&gt;
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types, you can also use a bonus action to change the infused weapon.&lt;br /&gt;
&lt;br /&gt;
==== Mighty Impel ====&lt;br /&gt;
At 10th level, your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.&amp;lt;br&amp;gt;&lt;br /&gt;
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.&lt;br /&gt;
&lt;br /&gt;
==== Demiurgic Colossus ====&lt;br /&gt;
At 14th level, the primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller. In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.&lt;br /&gt;
&lt;br /&gt;
== Path of Glaciers ==&lt;br /&gt;
Born from the frigid and daunting realm of the Northern Continent of the Wild-Plains, barbarians who follow the Path of Glaciers have learned to harbor the resolute stillness, patience, and unwavering determination and destruction of the icy landscape. These warriors transform their bodies into powerful moving bunkers that are as difficult to take down as they are to escape from.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians that follow this path are often trained hunters who enjoy the patient stalking of prey. They thrive on the peril they impose on their fleeing targets, and take special pride in their slow-and-steady approach.&lt;br /&gt;
&lt;br /&gt;
==== Permafrost ====&lt;br /&gt;
Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you’re not wearing any armor, you gain a +1 bonus to your AC.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, your rage is a cold and patient well of power. When your rage would end early due to you either not attacking or taking damage after taking the Dodge action, you can choose to maintain it instead.&lt;br /&gt;
&lt;br /&gt;
==== Frostbite ====&lt;br /&gt;
Also at 3rd level, you can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while you’re raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d6 cold damage from the attack. This damage increases when you reach certain levels in this class, increasing to 2d6 cold damage at 10th level and 3d6 at 14th level.&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Cold Fortress ====&lt;br /&gt;
By 6th level, you learn to further channel the icy resilience within you. When you enter a rage and are not wearing any armor, your skin becomes shielded by a protective layer of frost. This frost grants you a number of temporary hit points equal to 1d12 + your Constitution modifier that last for 1 hour. You can use a bonus action on your following turns while you’re raging to expend a Hit Die to gain these temporary hit points again. When you do, the number of temporary hit points you gain is equal to the maximum roll of the expended Hit Die + your Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
==== Deep Sleep ====&lt;br /&gt;
At 10th level, you can choose to enter a deep state of hibernation when you take a long rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.&amp;lt;br&amp;gt;&lt;br /&gt;
You awake from this rest after 6 hours or when you take damage or a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice.&lt;br /&gt;
&lt;br /&gt;
==== Icy Burst ====&lt;br /&gt;
Also at 10th level, you can use an action to send out a shockwave of ice. All creatures in a 30ft emanation must make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your Constitution Modifier. All creatures that fail the Save take a number of d8s of cold damage equal to your proficiency bonus and are Slowed until the end of your next turn, and taking half as much damage on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
==== Never-Ending Fortitude ====&lt;br /&gt;
At 14th level, you become as unstoppable as a mighty glacier. When you take damage, you can use your Reaction to reduce that damage by 2d12. Additionally, you can only be knocked Prone if you choose to be, and you are immune to being Frightened and Slowed.&lt;br /&gt;
&lt;br /&gt;
== Path of Impulse ==&lt;br /&gt;
All barbarians are well acquainted with the concept of harnessing from a deep emotional well. However, some barbarians learn to explore facets of their emotional spirit other than rage alone, tapping into the varied emotional experience of a mortal mind.&lt;br /&gt;
&lt;br /&gt;
==== Emotional State ====&lt;br /&gt;
When you choose this path at 3rd level, whenever you go into a rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are raging.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sorrow.&#039;&#039;&#039; You tap into a deep sadness within you. You gain Resistance to Radiant, Cold, and Psychic Damage, as your body becomes disconnected and senseless. Whenever you take damage that you are resistant to, you can use your Reaction to reduce the damage that you take by 3. This damage reduction is applied after you calculate resistance. This damage reduction increases to 4 at 9th level and 5 at 16th level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fury.&#039;&#039;&#039; You sharpen the mindless anger of a normal rage to focus your anger to a sharpened point. You gain Resistance to Poison, Acid, and Necrotic damage, as your fury burns corrupting forces from your body. Additionally, your additional rage damage is equal to double your Proficiency bonus, instead of your Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Joy.&#039;&#039;&#039; You are overtaken by giddy excitement in the rush of battle. You gain resistance to Force, Fire, and Lightning damage, as your own energy burns as hot as magical force. Additionally, your movement speed increases by 5 feet. This additional movement speed increases to 10 feet at 9th level and to 15 feet at 16th level. This movement speed is in addition to the movement speed increase granted by Fast Movement.&lt;br /&gt;
&lt;br /&gt;
==== Ardent Strikes ====&lt;br /&gt;
Starting at 6th level, the emotional energy within you begins to suffuse your weapons. While you are raging and in an Emotional State, you may cause any weapon attacks you make to deal one of the damage types that your chosen Emotional State grants you resistance to, rather than the weapon’s usual damage.&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2.&lt;br /&gt;
&lt;br /&gt;
==== Drain Passion ====&lt;br /&gt;
At 10th level, you gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions spell and use your Constitution for your spellcasting ability&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast this spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
When you enter an Emotional State, you can cast this spell as part of the same bonus action, expending one use of this ability. You can not lose concentration on this spell due to entering your rage. However, you can still lose concentration by other methods, such as failing a saving throw to maintain concentration or becoming incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
Starting at 14th level, you can release your pent-up emotions in a single burst. When you hit with an attack affected by your Ardent Strikes ability, you can choose to immediately end your rage. If you do so, the attack immediately deals an additional 3d12 damage of the chosen damage type.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have used this ability, you cannot enter the Emotional State that you were in when you used this ability until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Ravenous Warriors ==&lt;br /&gt;
Some who walk the path of boundless rage gain an eternal and endless hunger. This hunger. fuels them, but to compensate, their appetites grow, consuming foes even on the battlefield. These are the Barbarians who walk the Path of Ravenous Warriors&lt;br /&gt;
&lt;br /&gt;
==== Bottomless Stomach ====&lt;br /&gt;
At 3rd level, your body is used to a constant hunger. For every level of Exhaustion you have, you subtract half that much (rounded down) from any Attack Roll, Ability Check, or Saving Throw you make, rather then subtract that must. Additionally, while raging, you are immune to the effects of exhaustion, and finishing a Long Rest removes two levels of exhaustion.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
You gain Proficiency with Cook&#039;s Utensils. Additionally while raging, if you hit on a weapon attack roll, you can gain one level of exhaustion, spending a massive reserve of your energy, to choose one of the following effects:&lt;br /&gt;
*If the creature you hit is Large or smaller, it falls prone and is pushed 10ft in a direction of your choice.&lt;br /&gt;
*You recover Hit Points equal to half the damage your dealt by your attack.&lt;br /&gt;
*For this attack you ignore the target&#039;s damage resistances.&lt;br /&gt;
*You immediately make two additional attacks, targeting two creatures which you haven&#039;t attacked this turn.&lt;br /&gt;
&lt;br /&gt;
==== Breakfast ====&lt;br /&gt;
At 6th level, you’ve learned how to cook meals that give you an edge in battle. If you spend one hour cooking, you may expend a Hit Die to create a meal that can be eaten as an action, removing one level of exhaustion once eaten. A meal gives one of the following benefits, chosen when made. Its additional benefits last for six hours, or until you eat another one of these meals. &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Medicinal.&#039;&#039;&#039; Whenever you take Poison damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the Poison condition&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Spicy.&#039;&#039;&#039; Whenever you take Cold damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme cold.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chilled.&#039;&#039;&#039; Whenever you take Fire damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme heat.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Filling.&#039;&#039;&#039; You gain Temporary Hit Points equal to your level. You also have advantage on Constitution Checks and Saving Throws.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you create a meal this way, you create a number of portions equal to your Wisdom Modifier + your Proficiency Bonus. They spoil after a number of hours equal to your Wisdom Modifier.&lt;br /&gt;
&lt;br /&gt;
==== Lunch ====&lt;br /&gt;
Starting at 10th level, the pit of hunger in your stomach grants you a terrible power. If you have four or more levels of exhaustion while raging, you gain Consume as a Melee Weapon Attack, dealing 2d12 Piercing Damage. On a hit, the target then makes a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus, on a failure, the target gains a level of exhaustion, and you lose a level of exhaustion.&amp;lt;br&amp;gt;&lt;br /&gt;
If you reduce a creature to 0 Hit Points, your Strength and Constitution scores increase by 2 until the end of your Rage, up to a maximum of 28.&lt;br /&gt;
&lt;br /&gt;
==== Dinner ====&lt;br /&gt;
At 14th level, you can replicate the effects of a 1st level Absorb Elements spell at will, however, you can use it with the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, and thunder. The somatic components for this effect are chewing and swallowing, and you do not need a free hand to use it.&lt;br /&gt;
&lt;br /&gt;
== Path of Storm Heralds ==&lt;br /&gt;
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.&lt;br /&gt;
&lt;br /&gt;
==== Storm Aura ====&lt;br /&gt;
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.&lt;br /&gt;
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.&lt;br /&gt;
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; When this effect is activated, all other creatures of your choice in your aura take 1d4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target cannot take bonus actions until the start of your next turn and takes 1d6 lightning damage on a failed save and half as much damage on a successful one and can take bonus actions. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; When this effect is activated, each creature of your choice in your aura gains 1d4 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
&lt;br /&gt;
==== Storm Soul ====&lt;br /&gt;
At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; You gain resistance to fire damage, and you don’t suffer the effects of extreme heat. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet, or increase your swimming speed by 10ft if you already have one.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; You gain resistance to cold damage, and you don’t suffer the effects of extreme cold. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.&lt;br /&gt;
&lt;br /&gt;
==== Shielding Storm ====&lt;br /&gt;
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.&lt;br /&gt;
&lt;br /&gt;
==== Raging Storm ====&lt;br /&gt;
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.&lt;br /&gt;
&lt;br /&gt;
== Path of Strikers ==&lt;br /&gt;
Strikers harness the primordial power of the storm to wreak havoc upon their foes, through stealing their sight, their movement, or simply crushing them before they have the chance to act at all. They are a unique type of defender for their allies, their protection being somewhat a byproduct of the sheer devastation they inflict upon the enemy. They are not simply a conduit for the wrath of the storm, though, but instead wield it with thought and practice, shaping it into devastating strikes and unique abilities some would almost comparable to spellcraft, mimicing the sometimes unpredictable and sudden wrath of a tempest, changing these abilites like the weather with the seasons. Though they may seem dangerous and collateral-prone, Strikers are mindful to shape their lightning around and away from their allies, diffusing it through a combination of sheer will and practiced talent.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Striker could develop their powers in a number of ways. Some may be from a long lineage of Strikers, or were caught in a freak magical storm and left with some of that residual energy. However you came to be a Striker, you embody chaos and control in equal measure, proving that the best defense is an overwhelming offense.&lt;br /&gt;
&lt;br /&gt;
==== Titan ====&lt;br /&gt;
At 3rd level, you find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal Lightning Damage equal to 1d6 + your Strength Modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.&lt;br /&gt;
Additionally, you gain Proficiency and Expertise in Athletics.&lt;br /&gt;
&lt;br /&gt;
==== Fists of Havoc ====&lt;br /&gt;
Also at 3rd level, your rages are empowered by your thunderous might. While raging, you gain the following benefits:&lt;br /&gt;
*You gain Resistance to Lightning Damage.&lt;br /&gt;
*Your jump heights and distances are doubled.&lt;br /&gt;
*Whenever you grapple or shove a creature, it takes Lightning damage equal to 1d4 + your Proficiency Bonus.&lt;br /&gt;
*As a part of the bonus action to Rage, and as a bonus action during your Rage, you may make one Unarmed Strike attack.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Arsenal ====&lt;br /&gt;
At 6th level, your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of the class description.&lt;br /&gt;
You may change one or both of these abilities to another from the same list at the end of a a long rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
A Reach or Strike can be used in place of any unarmed strike attack you would make during your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You have advantage on any saving throws and take half damage from your Reach effects, and are immune to them while raging.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Reach and Strike abilities use your Arsenal DC in many places. This DC is equal to (8 + your proficiency bonus + your Constiution modifier)&lt;br /&gt;
&lt;br /&gt;
==== Trample ====&lt;br /&gt;
At 10th level, nothing alive or otherwise can stop the storming force that you’ve become.&lt;br /&gt;
Lightning damage you deal ignores resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your unarmed strikes deal an additional 1d4 Lightning damage, and deal double damage to structures and objects.&lt;br /&gt;
&lt;br /&gt;
==== Thundercrash ====&lt;br /&gt;
At 14th level, you have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You have also mastered the ultimate Striker technique; The Thundercrash.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can give yourself a Flying Speed of 150ft until the end of your turn. Once you begin moving, you cannot take any other actions or reactions until your flying movement is exhausted. If you stop moving at any point while using this fly speed, any of your remaining fly speed from this ability is exhausted.&amp;lt;br&amp;gt;&lt;br /&gt;
You can pass through the space of hostile creatures while you have this flight, treating that space as difficult terrain. The first time you pass through a hostile creature’s space during this movement, they take Lightning Damage equal to 2d6 + double your Proficiency Bonus. If you end the movement in the air, you float harmlessly down to the ground at a rate of 30 feet per second.&amp;lt;br&amp;gt;&lt;br /&gt;
If you end the movement touching a surface, you create a devastating shockwave, and all hostile creatures within a 30 foot cube of the impact must make a Dexterity saving throw against your Arsenal DC, or take 4d6 Lightning and 4d6 Thunder damage, and are knocked prone and blinded. On a successful save, they take half damage and are only knocked prone or blinded (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
For one minute after your Thundercrash, any hostile creatures that ends their turn within 30 feet of the impact point need to make a dexterity saving throw, or take 2d6 Lightning Damage on a failure, and half as much on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this ability, you must finish a long rest before you can use it again.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Reach ====&lt;br /&gt;
All Reaches are considered simple thrown weapons, with which you are proficient. They have a range of 30/40ft.&amp;lt;br&amp;gt;&lt;br /&gt;
They appear as Tiny objects, whose appearance you choose.&amp;lt;br&amp;gt;&lt;br /&gt;
They are summoned to your hand when you choose to attack with them, and dissapear in a small shower of sparks as soon as their effects conclude, or if they exit their range.&lt;br /&gt;
If you miss an attack roll with a Reach, it will fly past the target of the attack, until it hits another creature or surface, or exits its range.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thunderclap Reach.&#039;&#039;&#039; This reach sticks to any creature or surface it hits, and faces back towards you. As soon as it hits a surface or creature, and at the start of your next turn, all creatures of your choice within a 15 foot cone out from the surface or creature this Reach hits must make a Dexterity Saving Throw against your Arsenal DC. They take 3d6+ your Rage damage bonus in lightning damage on a fail, or half as much on a save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Blinding Reach.&#039;&#039;&#039; As soon as this Reach impacts a creature or surface, all creatures of your choice within a 15 foot cube take lightning damage equal to your Rage damage bonus, and need to make a Constitution Saving Throw against your Arsenal DC, or be blinded until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pulsing Reach.&#039;&#039;&#039; As soon as a this reach impacts a creature or surface, all creatures of your choice within a 15 foot cube need to make a Strength Saving Throw against your Arsenal DC, or take 1d6+ your Rage damage bonus in Lightning damage, and be knocked prone. On a save, a creature takes half damage and is not knocked prone.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Strike ====&lt;br /&gt;
&#039;&#039;&#039;Seismic Strike.&#039;&#039;&#039; When you take the Dash action, you can run directly into a creature, and make an unarmed strike attack (no action required). If the attack hits, deal extra lightning damage equal to your rage damage bonus, and the creature must make a Constitution Saving Throw against your Arsenal DC, or be Deafened until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ballistic Strike.&#039;&#039;&#039; When you are at least 10 feet in the air, choose a point you can see on the ground. This point can be an equal distance away from how high in the air you are, to a maximum of (10 x your barbarian level). You slam down to that point, taking no fall damage, and you then make an unarmed strike attack against all creatures of your choice within 5 feet of the impact. If an attack hits, it deals extra lightning damage equal to your Rage damage bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaining Strike.&#039;&#039;&#039; When you hit a creature with a melee attack that deals any Lightning damage, a number of other creatures of your choice within 10 feet, up to a number equal to your proficiency bonus, take Lightning damage equal to 1d4 + double your Proficiency Bonus damage bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Subjugators ==&lt;br /&gt;
Those who follow this path grant no mercy and ask for none. Weakness is seen as consent to be crushed by the strong. Those that are conquered are expected to serve not only in life, but also in death.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no great numbers of tribes that follow this path, for the path of the one who would rule the dead is a path made alone, save for the wailing that follows them.&lt;br /&gt;
&lt;br /&gt;
==== Grisly Treasure ====&lt;br /&gt;
At 3rd level, you draw strength from your foes. Beasts and Monstrosities killed by you or your allies can be looted for a trophy if it was killed in a combat you took part in.&amp;lt;br&amp;gt;&lt;br /&gt;
Trophies usually take the form of a body part or a notable item belonging to your enemy and must be displayed openly on your person to benefit you. This can take many forms, such as tying small bones to your clothing, wearing or wielding a notable item belonging to an enemy, or even crafting an item from their corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of trophies equal to your proficiency bonus and taking a new trophy causes the trophy of the lowest CR creature you bear to crumble to dust and be destroyed.&lt;br /&gt;
You cannot take more than one trophy from a single enemy for use with the features of this path.&lt;br /&gt;
&lt;br /&gt;
==== Savage Lore ====&lt;br /&gt;
At 3rd level, you can summon the spirit of your fallen foe. As an Action, you hold forth a creature&#039;s trophy to summon its shade to an unoccupied space you can see within 30 feet of you.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade has the same appearance and statistics that the creature had in life, but it is translucent and has gray tone to it.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade can only obey simple commands such as guarding a location, or following an ally.&amp;lt;br&amp;gt;&lt;br /&gt;
In combat, the shade disregards commands, mindlessly pursuing the closest enemy, making a single attack against that enemy at the end of your turn. The shade&#039;s attacks deal Psychic Damage and use the statistics of the creature it&#039;s based off of.&lt;br /&gt;
The shade disappears if it&#039;s reduced to 0 hit points, you summon another shade, or after it makes a number of attacks equal to your proficiency bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When a shade disappears, the trophy that was used to summon it crumbles to dust and is destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Grim Countenance ====&lt;br /&gt;
At 6th level, while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.&amp;lt;br&amp;gt;&lt;br /&gt;
While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the area of vanquished souls it must succeed a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier, on a failure the target is Slowed and Frightened of you until the end of your Next turn, also the target takes Psychic Damage equal to the Proficiency Bonus of the highest CR creature who&#039;s trophy you bear.&lt;br /&gt;
&lt;br /&gt;
==== Primal Sovereignty ====&lt;br /&gt;
By 10th level, your dominance over the dead is implacable.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Grisly Treasure feature now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the Speak With Dead spell and perceive you as an ally, though you can still only ask 5 questions.&lt;br /&gt;
In addition, you can now use a Bonus Action to precisely direct a shade&#039;s movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding legendary, mythic, villain, and lair actions.&lt;br /&gt;
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Dread Knowledge ====&lt;br /&gt;
At 14th level, you can call upon the greater powers that your enemies possessed in life.&amp;lt;br&amp;gt;&lt;br /&gt;
As an action, you hold forth a trophy to absorb the spirit held within it.&amp;lt;br&amp;gt;&lt;br /&gt;
As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently upon the battlefield it disappears and is drawn into yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
As part of the action you use to absorb the spirit, and on subsequent turns as an action, you may use any single action, legendary action, or spell that was available to the creature that the spirit was in life. This state persists until you use that creature&#039;s action or use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you absorb a spirit, you can&#039;t do so again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Totem Warriors ==&lt;br /&gt;
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.&lt;br /&gt;
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Seeker ====&lt;br /&gt;
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals.&lt;br /&gt;
&lt;br /&gt;
==== Totem Spirit ====&lt;br /&gt;
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, you have advantage on saving throws to resist spells and magical effects. In addition, you gain the benefits of your Danger Sense feature even when you are blinded or deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While you are raging and aren&#039;t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, you can, as a Bonus Action, regain hit points equal to half your barbarian level. If you take fire damage, you cannot use this trait until the end of your next turn. The spirit of the hydra makes you incredibly tenacious in combat.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While raging, you have resistance to psychic damage. In addition, you have advantage on saving throws to see past illusions and resist being charmed. The spirit of the sphinx makes your mind impenetrably sharp.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.&lt;br /&gt;
&lt;br /&gt;
==== Aspect of the Beast ====&lt;br /&gt;
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; You gain the magical senses of a chimera. You can cast Detect Magic, but only as a ritual. Additionally, you gain proficiency in Arcana.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; You gain the relentless endurance of a hydra. As an action, you can reduce your exhaustion level by 1. You can use this action once per long rest. The hydra’s spirit grants you the strength to persevere through the most difficult of circumstances.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; You are immune to any effect that would sense your emotions, read your thoughts, or magically discern your location. In addition, when you make a Charisma (Deception) check, if the roll on the d20 is lower than your Constitution Score, you can increase your roll to be equal to that score. The spirit of the sphinx makes you proud and imperious.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Walker ====&lt;br /&gt;
At 10th level, you can cast the Commune With Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.&lt;br /&gt;
&lt;br /&gt;
==== Totemic Attunement ====&lt;br /&gt;
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, if you are targeted by a spell, you can use your reaction to immediately move up to your speed. If you end your movement within 5 feet of the caster, the caster must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or the spell is interrupted and the caster takes Bludgeoning Damage equal to 1d12 + your Strength modifier. On a successful save, the spell is not interrupted and the caster takes half damage.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, if you attack at least two different creatures when you take the Attack action, you can make one additional melee weapon attack as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While you are raging, you can use your action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.&lt;br /&gt;
&lt;br /&gt;
== Path of Wild Magic ==&lt;br /&gt;
As folk of deep feeling, barbarians are especially susceptible to wild, fey influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.&lt;br /&gt;
&lt;br /&gt;
==== Magic Awareness ====&lt;br /&gt;
At 3rd level you can open your awareness to the presence of concentrated magic. As an action, until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Wild Surge ====&lt;br /&gt;
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. You can also use a Bonus Action while raging to roll on the table again, replacing the previous effect. All of these effects end when you finish raging. If the effect requires a saving throw or ability check, the DC equals 8 + your Proficiency Bonus + your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wild Magic&lt;br /&gt;
|-&lt;br /&gt;
! d100 !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || You Explode, cast Fireball at 3rd level centered on yourself using Constitution as your spellcasting modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || When a creature within 60ft you take damage, all creatures within 60ft take the same amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || A 30ft cube of ice materializes centered on you, Creatures within begin suffocating and take 1d6 Cold damage at the start of their turn. The Cube has an AC of 5 and a number of Hit Points equal to 5 times your Constitution Modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 7-8 || A black hole opens in your chest, all creatures within 60ft of you must make a Strength saving throw or be pulled 30ft towards you. You must make a Dexterity saving throw or take 1d10 bludgeoning damage at the start of your turn as you are pelted by debris.&lt;br /&gt;
|-&lt;br /&gt;
| 9-10 || Hundreds or arms grow out of your back grasping at nearby creatures. At the start of each of your turns, you attempt to grapple each creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 11-12 || Your body begins emanating inky magical darkness, all creatures within 10ft of you are Blinded.&lt;br /&gt;
|-&lt;br /&gt;
| 13-14 || Animated chains rise out of the floor, all creatures within 30ft of you must&lt;br /&gt;
make a Strength saving throw or be Restrained by the chains. A creature restrained by the chains can use its action to make a Strength (Athletics). On a success, the creature is no longer Restrained&lt;br /&gt;
|-&lt;br /&gt;
| 15-16 || The floor within 60ft of you turns to knee deep custard, any creature that did not move at least 10ft on its turn is restrained and must make a Strength Saving throw at the start of each of its turns to move again.&lt;br /&gt;
|-&lt;br /&gt;
| 17-18 || At the start of each of your turns, you cast the Sleep spell centered on yourself with your Current hit points being the number of Hit Points effected.&lt;br /&gt;
|-&lt;br /&gt;
| 19-20 || A 30ft snowstorm centered on you whips up, each creature apart from you in that area must make a DC 10 Constitution saving throw or suffer Exhaustion 1. the area is also heavily obscured.&lt;br /&gt;
|-&lt;br /&gt;
| 21-22 || Ball bearings spill out of your clothing in a 60ft Radius at the start of each of your turns, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. These ball bearings magically disappear at the end of your turn.&lt;br /&gt;
|-&lt;br /&gt;
| 23-24 || all creatures within 60 ft of you have their legs replaced with the bottom of random chess pieces and can only move like those pieces. This affect end when your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 25-26 || You and all creatures within 15ft of you are reduced to the physique of a child, your speed, damage, and Armor class are halved, and all checks are made at disadvantage.&lt;br /&gt;
|-&lt;br /&gt;
| 27-28 || Your bones vanish, you are immune to bludgeoning damage but automatically fail all strength checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 29-30 || You become stone, you are immune to piercing damage but automatically fail all dexterity checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 31-32 || You turn into translucent jelly, you are immune to slashing damage but automatically fail any constitution checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 33-34 || You legs are replaced by a slugs foot, your speed is reduced to 10 ft and you can walk vertically and upsides down on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 35-36 || Your arms are replaced by fins, you can not hold items and you gain a swim speed equal to double your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
| 37-38 || You grow gills, losing the ability to breath air and gain water breathing, you can also spit a 10ft cone of viscous goo as a bonus action, creatures caught in the cone must make a dexterity saving throw or take 4d4 acid damage.&lt;br /&gt;
|-&lt;br /&gt;
| 39-40 || Your eyes are replaced with compound eyes, you can&lt;br /&gt;
not be flanked but you have disadvantage on all perception checks that rely on&lt;br /&gt;
sight.&lt;br /&gt;
|-&lt;br /&gt;
| 41-42 || You grow a second head, gaining advantage on Intelligence and Wisdom saving throws as well as perception checks, but creatures attacking you have their crit range doubled.&lt;br /&gt;
|-&lt;br /&gt;
| 43-44 || All creatures that start their turn within 60ft of you randomly switch places with another creature within the same radius.&lt;br /&gt;
|-&lt;br /&gt;
| 45-46 || The ground around you for 20 ft becomes semi-fluid like a waterbed, becoming difficult terrain.&lt;br /&gt;
|-&lt;br /&gt;
| 47-48 || At the start of each of your turns, a pit of lava opens up in a random space within 5ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 49-50 || Reroll, keep the previous effect as well as the next one you roll.&lt;br /&gt;
|-&lt;br /&gt;
| 51-52 || Gravity within 120ft of you is turned 90 degrees in a random direction until your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 53-54 || All sound ceases in a 20 ft radius cantered on you.&lt;br /&gt;
|-&lt;br /&gt;
| 55-56 || Creatures you deal damage to drop an amount of Silver Pieces equal to the amount of damage you dealt.&lt;br /&gt;
|-&lt;br /&gt;
| 57-58 || As a bonus action you can make a ranged weapon attack using your Constitution, if you hit you can alter the cut, style and color of the clothes of the target.&lt;br /&gt;
|-&lt;br /&gt;
| 59-60 || The light within 20ft of you takes on a deep red hue and a choir stars singing, granting you advantage on intimidation checks.&lt;br /&gt;
|-&lt;br /&gt;
| 61-62 || You can summon custard pies out of thin air and make a ranged attack, if you hit the creature has disadvantage on charisma checks.&lt;br /&gt;
|-&lt;br /&gt;
| 63-64 || Enemies are randomly attached together in pair until no more pairs can be made, they are attached by rubber bands that pull them 5ft closer to each other each at the start of their turns and will not allow them to be more than 20ft away from each other.&lt;br /&gt;
|-&lt;br /&gt;
| 65-66 || Each action you take is accompanied by musical cue’s and sound effects that can be heard up to 60ft away.&lt;br /&gt;
|-&lt;br /&gt;
| 67-68 || While raging, you cast Vicious Mockery at the start of each of your turns targeting a random creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 69-70 || At the start of each of your turns, a cow drops from the sky at a random location within 10ft of you. a creature in that space must make a Dexterity Saving Throw, or takes 2d10 Bludgeoning Damage and be knocked prone.&lt;br /&gt;
|-&lt;br /&gt;
| 71-72 || Your legs turn into Springs allowing you to jump in any direction up to your full movement.&lt;br /&gt;
|-&lt;br /&gt;
| 73-74 || Your arms become long noodles causing your reach to increase by 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 75-76 || Your hair grows and becomes prehensile, you can use it to make grapple attacks as a bonus action with a range of 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 77-78 || Your torso can spin like a propeller allowing you to make a single attack against all targets within 5ft as an action.&lt;br /&gt;
|-&lt;br /&gt;
| 79-80 || Your body melts and becomes bright pink slime, you are considered amorphous,&lt;br /&gt;
able to move through spaces 1 inch wide without squeezing. You are immune to&lt;br /&gt;
grappling and prone.&lt;br /&gt;
|-&lt;br /&gt;
| 81-82 || Your body grows battlements and arrow slits as well as an army of tiny soldiers. On initiative count 20 the soldiers inside fire two tiny catapults&lt;br /&gt;
at your enemies using Constitution with a range of 40ft dealing 1d6 Piercing Damage + your Rage Damage and shoot a volley of arrows in. 10ft Cone forcing creatures to make a Dexterity Saving Throw, or take 1d4 times your Proficiency Bonus on a failed saving throw, and half as much on a successful save.&lt;br /&gt;
|-&lt;br /&gt;
| 83-84 || You can create at infinite amount of silk rope by pulling it out of your sleeve.&lt;br /&gt;
|-&lt;br /&gt;
| 85-86 || At the start of each of your turns, you can Minute Meteors centered on yourself, using Constitution for your spellcasting ability.&lt;br /&gt;
|-&lt;br /&gt;
| 87-88 || You grow feathered wings that grant you a Flying Speed equal to two times your Walking Speed.&lt;br /&gt;
|-&lt;br /&gt;
| 89-90 || You grow a Star-nosed mole’s nose and gain Tremorsense out to a range of 120ft.&lt;br /&gt;
|-&lt;br /&gt;
| 91-92 || Your skeleton becomes adamant and you become immune to critical hits.&lt;br /&gt;
|-&lt;br /&gt;
| 93-94 || You cast the lightning a Lightning Bolt spell at the start of each of your turns using Constitution as your spellcasting modifier in a random direction also targeting yourself.&lt;br /&gt;
|-&lt;br /&gt;
| 95-96 || Your weapon becomes an energy weapon that makes a loud humming noise and deals an additional 2d6 radiant damage.&lt;br /&gt;
|-&lt;br /&gt;
| 97-98 || You can teleport 60ft to space you can see as a bonus action.&lt;br /&gt;
|-&lt;br /&gt;
| 99-100 || You are surrounded by a burning golden aura. Your Strength, Constitution and Dexterity modifier, as well as your speed, is doubled for the duration of your rage. You also gain Temporary Hit Points equal to 1d12 + your constitution modifier at the start of your turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Magic ====&lt;br /&gt;
Starting at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:&lt;br /&gt;
For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.&lt;br /&gt;
Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.&lt;br /&gt;
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Unstable Backlash ====&lt;br /&gt;
At 10th level, 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.&lt;br /&gt;
&lt;br /&gt;
==== Controlled Surge ====&lt;br /&gt;
At 14th level, you gain masterful control over your surges. Instead of rolling once on the Wild Magic Table, you roll three times and choose any number of the rolled effects.&lt;br /&gt;
&lt;br /&gt;
== Path of Zealots ==&lt;br /&gt;
These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.&lt;br /&gt;
&lt;br /&gt;
==== Divine Fury ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.&lt;br /&gt;
&lt;br /&gt;
==== Warrior of the Three ====&lt;br /&gt;
At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.&lt;br /&gt;
&lt;br /&gt;
==== Zelous Presence ====&lt;br /&gt;
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Rage Beyond Death ====&lt;br /&gt;
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.&amp;lt;br&amp;gt;&lt;br /&gt;
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.&lt;br /&gt;
&lt;br /&gt;
= Changes =&lt;br /&gt;
&lt;br /&gt;
==== Short Rests ====&lt;br /&gt;
Anything that recharges once on a short rest, instead recharges Proficiency Bonus number of times per long rest.&lt;br /&gt;
&lt;br /&gt;
=== Core Class ===&lt;br /&gt;
&lt;br /&gt;
==== Starting Equipment ====&lt;br /&gt;
Greataxe or Melee Martial Weapon | Any Simple or Martial Melee Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Two Handaxes or 1 Simple Weapon | Two Simple Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&#039;s Pack | Equipment Pack&amp;lt;br&amp;gt;&lt;br /&gt;
Four Javelins | Five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Additional Rage Damage ====&lt;br /&gt;
Changed Rage Damage to be based on Proficiency Bonus (+2, 1-4th. +3, 5-8th. +4, 9-12th. +5, 13-16th. +6, 17-20th), rather then seemingly arbitrary bonuses (+2, 1-8th. +3, 9-15. +4, 16-20th), this results in an average Rage Damage increase of +1.65, and with a singular extra attack, a +3.3 DPR increase (+4.95 DPR if duel wielding or Path of Berserkers, and +6.6 if duel wielding and Path of Berserkers)&lt;br /&gt;
&lt;br /&gt;
==== Rage Uses ====&lt;br /&gt;
Rage uses are based on Proficiency Bonus, rather then arbitrary amounts, also based on long rests versus short rests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PB Based&#039;&#039;&#039; 2 uses, 1-4th. 3 uses, 5-8th. 4 uses, 9-12th. 5 uses, 13-16th. 6 uses, 17-20th, per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arbitrary Based&#039;&#039;&#039; 2 uses, 1-3rd. 3 uses, 4-5th. 4 uses, 6-11th. 5 uses, 12-16th. 6 uses, 17-20th, per short or long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
On average this is less rages (+0.25 rages), and you lose the short rest regeneration.&lt;br /&gt;
&lt;br /&gt;
==== Feature Changes ====&lt;br /&gt;
Extra Attack now scales if you have more copies of the feature and reach certain levels (2 copies at 11th level, 3 copies at 20th level)&amp;lt;br&amp;gt;&lt;br /&gt;
Feral Instinct changed from &amp;quot;you ignore surprise if the first thing you do is rage&amp;quot; to &amp;quot;you can&#039;t be surprised&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Relentless Rage now allows you to try resist Critical hits.&lt;br /&gt;
&lt;br /&gt;
==== Added Features ====&lt;br /&gt;
Primal Knowledge at 3rd and 10th level&amp;lt;br&amp;gt;&lt;br /&gt;
Resolute Will at 13th level&amp;lt;br&amp;gt;&lt;br /&gt;
Gifted Strength at 15th level&amp;lt;br&amp;gt;&lt;br /&gt;
Shared Strength at 17th level&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subclasses ===&lt;br /&gt;
&lt;br /&gt;
==== Subclass Changes ====&lt;br /&gt;
Added the Chimera, Hydra, and Sphinx as options for Path of Totem Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Completely reworked Path of Battlerager&lt;br /&gt;
&lt;br /&gt;
==== Added Subclasses ====&lt;br /&gt;
Added Path of Crucibles&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Giants&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Glaciers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Impulse&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Ravenous Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Strikers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Subjugators&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Wrestlers&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1458</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1458"/>
		<updated>2022-11-09T19:14:22Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Aspect of the Beast */Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Barbarian =&lt;br /&gt;
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.&amp;lt;br&amp;gt;&lt;br /&gt;
A hobgoblin snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.&amp;lt;br&amp;gt;&lt;br /&gt;
Frothing at the mouth, a dwarf slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.&amp;lt;br&amp;gt;&lt;br /&gt;
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.&amp;lt;br&amp;gt;&lt;br /&gt;
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Rage, Unarmored Defense || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Reckless Attack, Danger Sense || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Primal Path, Primal Knowledge || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Extra Attack, Fast Movement || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Primal Path Feature || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || Feral Instinct, Instinctive Pounce || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || Brutal Critical (2 Times), Resolute Will || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Primal Path Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Relentless Rage || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || Brutal Critical (3 Times), Stored Strength || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Primal Path Feature || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || Persistent Rage, Gifted Strength || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || Brutal Critical (4 Times), Shared Strength || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Indomitable Might || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Primal Champion || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d12 per Barbarian Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 12 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d12 (or 7) + your Constitution Modifier per Barbarian Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, and Shields&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Constitution.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; One Simple or Martial Melee Weapon, two Simple Weapons, one Equipment Pack, and five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
At 1st level you can enter a state of mindless, focused, flow, often channeled as rage and wrath. On your turn you can enter Rage as a Bonus Action, if you aren’t wearing Heavy Armor, you gain the following benefits.&lt;br /&gt;
*You have advantage on Strength Checks and Saving Throws&lt;br /&gt;
*You make an attack with a weapon using Strength you gain a bonus to damage equal to your Proficiency Bonus&lt;br /&gt;
*You have Resistance to Bludgeoning, Piercing, and Slashing Damage&lt;br /&gt;
You cannot cast Spells or Concentrate on effects while Raging. Your Rage lasts for 1 minute, but ends early if you fall Unconscious or end your turn without performing an attack or if you haven’t been attacked since the end of your turn. You can also end it early as a Free Action. You can use this feature a number of times equal to your Proficiency Bonus, retaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
Also starting at 1st level, while you are not wearing armor, you have an Armor Class of 10 + Your Dexterity Modifier + Your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you gain the ability to abandon defense to effectively harm your foes. When you make an attack with a weapon using Strength on your turn, you can choose to gain advantage on that attack and all future attacks that use Strength that you make on your turn, but all attack rolls against you have advantage until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have advantage on Dexterity Saving Throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be Blinded, Deafened, or Incapacitated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 3rd level you gain one of the following Proficiencies, or another Proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
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 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
At 5th level you can perform an additional attack as part of the Attack action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your Speed increases by 10 feet while you aren’t wearing Heavy Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls and cannot be surprised.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Instinctive Pounce ====&lt;br /&gt;
Also at 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, deal 2 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 3 times the max damage at 13th level and 4 times the max damage at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Resolute Will ====&lt;br /&gt;
Also at 9th level, you gain the ability to use your resolute well of power to improve your day to day activities. When you make a skill check, you can expend a hit die to add a d12 to the roll. You can add this bonus before or after you make the roll, but before the DM says whether or not you succeed,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 10th level you gain one of the following proficiencies, or another proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&amp;lt;br&amp;gt;&lt;br /&gt;
If you suffer a critical hit while you’re raging, you can make a Constitution Saving Throw. If you succeed, the attack becomes a normal hit instead.&amp;lt;br&amp;gt;&lt;br /&gt;
This Constitution Saving Throw has a DC of 10 which increases by 5 each time you use this feature. When you finish a long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 13th level, you deal 3 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 4 times the max damage at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stored Strength ====&lt;br /&gt;
Also at 13th level, you gain the ability to recover long-term vitality by sacrificing temporary health. As a bonus action, you can reduce your current hit points by 5. If you do, you recover a hit die.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gifted Strength ====&lt;br /&gt;
Also at 15th level, you gain the ability to invite others into your strength. As a bonus action, you can touch a creature including yourself and expend a Hit Die. The target creature gains one of the following effects you choose:&amp;lt;br&amp;gt;&lt;br /&gt;
*The target heals a number of Hit Points equal to your Constitution Modifier&lt;br /&gt;
*The target gains Resistance to a type of damage of your choice for 1 minute&lt;br /&gt;
*The target gains a Climbing Speed or Swimming Speed equal to your Walking Speed for 1 hour.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 17th level, you deal 4 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Shared Strength ==== &lt;br /&gt;
Also at 17th level, when you hit on an attack roll, you can expend a hit dice to heal up to two other creatures within 15ft of you a number of hit points equal to 1 roll of the hit dice you expended + your Constitution Modifier (minimum 1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
= Primal Paths =&lt;br /&gt;
&lt;br /&gt;
== Path of Ancestral Guardians ==&lt;br /&gt;
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.&lt;br /&gt;
&lt;br /&gt;
==== Ancestral Protectors ====&lt;br /&gt;
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, causing them to surround and harass that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the start of your next turn, that creature has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Shield ====&lt;br /&gt;
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.&lt;br /&gt;
&lt;br /&gt;
==== Consult the Spirits ====&lt;br /&gt;
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast either spell in this way a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Vengeful Ancestors ====&lt;br /&gt;
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.&lt;br /&gt;
&lt;br /&gt;
== Path of Battleragers ==&lt;br /&gt;
Barbarians who embody pure chaos and rage often become Battlerager barbarians. They use special spiked armor to grab their foes in combat and harm them by being in pure proximity to you. &lt;br /&gt;
&lt;br /&gt;
==== Imbue Spikes ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to transform a set of medium armor into Spike Armor. When you finish a long rest you can touch a set of medium armor, it magically grows spikes and becomes Spike Armor, which has an AC of 14 + Dexterity Modifier (max 2).&amp;lt;br&amp;gt;&lt;br /&gt;
If the set of medium armor was magical in any way, that benefit is transferred to your Spike Armor.&lt;br /&gt;
&lt;br /&gt;
==== Battlerager Armor ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
While you are wearing spiked armor, you gain spikes which deals 1d8 Piercing Damage and can be used as an unarmed attack.&lt;br /&gt;
&lt;br /&gt;
==== Grappling Spikes ====&lt;br /&gt;
Also at 3rd level, you learn better how to use your spikes to grapple creatures. While raging, if you grapple a creature, you deal Piercing Damage to the target equal to your Strength Modifier. At the start of each of the creature&#039;s turns, it takes this Damage again if it is still grappled and you are still raging.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Abandon ====&lt;br /&gt;
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.&lt;br /&gt;
&lt;br /&gt;
==== Battlerager Charge ====&lt;br /&gt;
Also at 6th level, your pure raging chaos quickens your stride. Your speed increases by 10ft, and you can take the Dash action as a bonus action.&lt;br /&gt;
&lt;br /&gt;
==== Vice Grip ====&lt;br /&gt;
At 10th level, you become a natural at grappling creatures. Whenever you take the Attack Action, you can also attempt to grapple a creature as part of that action.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, you are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger then you.&lt;br /&gt;
&lt;br /&gt;
==== Spiked Retribution ====&lt;br /&gt;
At 14th level, when a creature enters a space within 5ft of you, or a creature within 5ft of you takes an action or bonus action, you can cause that creature to take Piercing Damage equal to your Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Beasts ==&lt;br /&gt;
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations.&lt;br /&gt;
&lt;br /&gt;
==== Form of the Beast ====&lt;br /&gt;
Starting at 3rd level when you choose this subclass, 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 modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage:&lt;br /&gt;
*&#039;&#039;&#039;Bite.&#039;&#039;&#039; Your mouth transforms into a bestial muzzle or great mandibles. 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 proficiency bonus, provided you have less than half your hit points when you hit.&lt;br /&gt;
*&#039;&#039;&#039;Claws.&#039;&#039;&#039; Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. 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.&lt;br /&gt;
*&#039;&#039;&#039;Tail.&#039;&#039;&#039; You 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.&lt;br /&gt;
&lt;br /&gt;
==== Bestial Soul ====&lt;br /&gt;
At 6th level, 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 non-magical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a long rest, choose one of the following benefits, which lasts until you finish your next or long rest:&lt;br /&gt;
*&#039;&#039;&#039;Climbing.&#039;&#039;&#039; You gain a Climbing Speed equal to your Walking Speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.&lt;br /&gt;
*&#039;&#039;&#039;Jumping.&#039;&#039;&#039; When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.&lt;br /&gt;
*&#039;&#039;&#039;Swimming.&#039;&#039;&#039; You gain a Swimming Speed equal to your Walking speed, and you can breathe underwater.&lt;br /&gt;
&lt;br /&gt;
==== Infectious Fury ====&lt;br /&gt;
At 10th level, 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 must succeed on a Wisdom Saving Throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):&lt;br /&gt;
*The target must use its reaction to make a melee attack against another creature of your choice that you can see.&lt;br /&gt;
*The target takes 2d12 Psychic Damage.&lt;br /&gt;
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Call the Hunt ====&lt;br /&gt;
At 14th level, 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 modifier (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 each use the following benefit 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.&lt;br /&gt;
&lt;br /&gt;
== Path of Berserkers ==&lt;br /&gt;
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
==== Frenzy ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you go into a frenzy while raging. While raging, you can make a single melee weapon attack as a bonus action on each of your turns after this one.&lt;br /&gt;
&lt;br /&gt;
==== Mindless Rage ====&lt;br /&gt;
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
==== Intimidating Presence ====&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
==== Retaliation ====&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;br /&gt;
&lt;br /&gt;
== Path of Crucibles ==&lt;br /&gt;
Some Barbarians bottle up their rage, causing physical heat to boil inside of them, eventually overheating and exploding out in pure fury. These hot-headed ragers walk the Path of Crucibles &lt;br /&gt;
&lt;br /&gt;
==== Thermal Core ====&lt;br /&gt;
Starting when you chose this path at 3rd level, you slowly build up kinetic energy and heat while raging, eventually letting it out uncontrollably. During your rage, every time you hit on a weapon attack roll, and you are hit by a weapon attack roll, you gain one Core Temperature Die. These dice are d4s, and increase in size as you gain levels in this class, at 6th level (d6), at 10th level (d8), at 14th level (d10), and at 18th level (d12).&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When you would gain a Core Temperature Dice while at your maximum held, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.&amp;lt;br&amp;gt;&lt;br /&gt;
When this occurs, all other creatures within 30ft must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you lost, or half as much on a successful Save.&lt;br /&gt;
&lt;br /&gt;
==== Burning Heart ====&lt;br /&gt;
Also at 3rd level, your natural heat allows you to resist the most extreme conditions. You ignore the effects of Extreme Heat and Extreme Cold. Additionally, while sleeping, you provide the warmth of a campfire to creatures within 15ft of you.&lt;br /&gt;
&lt;br /&gt;
==== Blazing Core ====&lt;br /&gt;
Beginning at 6th level, your inner forge allows you to provide light, and protection to your allies, warding them from the bitter frost of death.&amp;lt;br&amp;gt;&lt;br /&gt;
Your body becomes constantly wreathed in harmless flames. These flames give off bright light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed dim light for an additional number of feet equal to this radius.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when a creature within 15ft of you makes a Death Saving Throw, you can use your Reaction to grant that save advantage.&lt;br /&gt;
&lt;br /&gt;
==== Molten Core ====&lt;br /&gt;
At 10th level, you learn to control your inner fire. You gain the following ways to spend your Core Temperature Dice:&lt;br /&gt;
*When you hit on a weapon attack, you can expend a Core Temperature Dice to deal additional Fire damage to the target equal to two rolls of your Core Temperature Dice.&lt;br /&gt;
*You use your stored kinetic energy to leap through fire, as a Bonus Action you can expend one of your Core Temperature Dice to teleport a number of feat equal to 5 times your Proficiency Bonus. When you do so, you deal fire damage equal to your Proficiency to all creatures within 5ft of you.&lt;br /&gt;
*A burst of magma leaps from your chest to a nearby creature. When you take the attack actions, you can expend any number of Core Temperature Dice to replace that number of attacks with a Ranged Weapon Attack Roll using your Constitution that Deals Fire Damage equal to two rolls of your Core Temperature Dice and has a range of 15/60ft, you apply your Rage Damage to these attacks.&lt;br /&gt;
&lt;br /&gt;
==== Blazing Mastery ====&lt;br /&gt;
Beginning at 14th level, your inner well of heat grows deeper. You can now hold a number of Core Temperature Dice equal to 2 times your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain your heat more quickly, now, when you hit on a Weapon Attack or are hit with a Weapon Attack, you gain 2 Core Temperature Dice instead of 1, and you gain 1 Core Temperature Dice at the start of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, as an Action on your turn you can expend all of your Core Temperature Dice to unleash a controlled burst of heat.&amp;lt;br&amp;gt;&lt;br /&gt;
All creatures of you choice within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you expended, or half as much on a successful Save.&lt;br /&gt;
&lt;br /&gt;
== Path of Giants ==&lt;br /&gt;
Barbarians who walk the Path of Giants draw strength from the primal forces that are the Giants and their elemental ilk. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might.&lt;br /&gt;
During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.&lt;br /&gt;
&lt;br /&gt;
==== Giant Power ====&lt;br /&gt;
When you choose this path at 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the Druidcraft or Thaumaturgy cantrip (your choice). Constitution is your spellcasting ability for this spell.&lt;br /&gt;
&lt;br /&gt;
==== Giant’s Havoc ====&lt;br /&gt;
Also at 3rd level, your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:&lt;br /&gt;
*When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.&lt;br /&gt;
*Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.&lt;br /&gt;
&lt;br /&gt;
==== Elemental Cleaver ====&lt;br /&gt;
At 6th level, your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 Damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.&lt;br /&gt;
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types, you can also use a bonus action to change the infused weapon.&lt;br /&gt;
&lt;br /&gt;
==== Mighty Impel ====&lt;br /&gt;
At 10th level, your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.&amp;lt;br&amp;gt;&lt;br /&gt;
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.&lt;br /&gt;
&lt;br /&gt;
==== Demiurgic Colossus ====&lt;br /&gt;
At 14th level, the primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller. In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.&lt;br /&gt;
&lt;br /&gt;
== Path of Glaciers ==&lt;br /&gt;
Born from the frigid and daunting realm of the Northern Continent of the Wild-Plains, barbarians who follow the Path of Glaciers have learned to harbor the resolute stillness, patience, and unwavering determination and destruction of the icy landscape. These warriors transform their bodies into powerful moving bunkers that are as difficult to take down as they are to escape from.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians that follow this path are often trained hunters who enjoy the patient stalking of prey. They thrive on the peril they impose on their fleeing targets, and take special pride in their slow-and-steady approach.&lt;br /&gt;
&lt;br /&gt;
==== Permafrost ====&lt;br /&gt;
Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you’re not wearing any armor, you gain a +1 bonus to your AC.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, your rage is a cold and patient well of power. When your rage would end early due to you either not attacking or taking damage after taking the Dodge action, you can choose to maintain it instead.&lt;br /&gt;
&lt;br /&gt;
==== Frostbite ====&lt;br /&gt;
Also at 3rd level, you can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while you’re raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d6 cold damage from the attack. This damage increases when you reach certain levels in this class, increasing to 2d6 cold damage at 10th level and 3d6 at 14th level.&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Cold Fortress ====&lt;br /&gt;
By 6th level, you learn to further channel the icy resilience within you. When you enter a rage and are not wearing any armor, your skin becomes shielded by a protective layer of frost. This frost grants you a number of temporary hit points equal to 1d12 + your Constitution modifier that last for 1 hour. You can use a bonus action on your following turns while you’re raging to expend a Hit Die to gain these temporary hit points again. When you do, the number of temporary hit points you gain is equal to the maximum roll of the expended Hit Die + your Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
==== Deep Sleep ====&lt;br /&gt;
At 10th level, you can choose to enter a deep state of hibernation when you take a long rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.&amp;lt;br&amp;gt;&lt;br /&gt;
You awake from this rest after 6 hours or when you take damage or a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice.&lt;br /&gt;
&lt;br /&gt;
==== Icy Burst ====&lt;br /&gt;
Also at 10th level, you can use an action to send out a shockwave of ice. All creatures in a 30ft emanation must make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your Constitution Modifier. All creatures that fail the Save take a number of d8s of cold damage equal to your proficiency bonus and are Slowed until the end of your next turn, and taking half as much damage on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
==== Never-Ending Fortitude ====&lt;br /&gt;
At 14th level, you become as unstoppable as a mighty glacier. When you take damage, you can use your Reaction to reduce that damage by 2d12. Additionally, you can only be knocked Prone if you choose to be, and you are immune to being Frightened and Slowed.&lt;br /&gt;
&lt;br /&gt;
== Path of Impulse ==&lt;br /&gt;
All barbarians are well acquainted with the concept of harnessing from a deep emotional well. However, some barbarians learn to explore facets of their emotional spirit other than rage alone, tapping into the varied emotional experience of a mortal mind.&lt;br /&gt;
&lt;br /&gt;
==== Emotional State ====&lt;br /&gt;
When you choose this path at 3rd level, whenever you go into a rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are raging.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sorrow.&#039;&#039;&#039; You tap into a deep sadness within you. You gain Resistance to Radiant, Cold, and Psychic Damage, as your body becomes disconnected and senseless. Whenever you take damage that you are resistant to, you can use your Reaction to reduce the damage that you take by 3. This damage reduction is applied after you calculate resistance. This damage reduction increases to 4 at 9th level and 5 at 16th level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fury.&#039;&#039;&#039; You sharpen the mindless anger of a normal rage to focus your anger to a sharpened point. You gain Resistance to Poison, Acid, and Necrotic damage, as your fury burns corrupting forces from your body. Additionally, your additional rage damage is equal to double your Proficiency bonus, instead of your Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Joy.&#039;&#039;&#039; You are overtaken by giddy excitement in the rush of battle. You gain resistance to Force, Fire, and Lightning damage, as your own energy burns as hot as magical force. Additionally, your movement speed increases by 5 feet. This additional movement speed increases to 10 feet at 9th level and to 15 feet at 16th level. This movement speed is in addition to the movement speed increase granted by Fast Movement.&lt;br /&gt;
&lt;br /&gt;
==== Ardent Strikes ====&lt;br /&gt;
Starting at 6th level, the emotional energy within you begins to suffuse your weapons. While you are raging and in an Emotional State, you may cause any weapon attacks you make to deal one of the damage types that your chosen Emotional State grants you resistance to, rather than the weapon’s usual damage.&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2.&lt;br /&gt;
&lt;br /&gt;
==== Drain Passion ====&lt;br /&gt;
At 10th level, you gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions spell and use your Constitution for your spellcasting ability&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast this spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
When you enter an Emotional State, you can cast this spell as part of the same bonus action, expending one use of this ability. You can not lose concentration on this spell due to entering your rage. However, you can still lose concentration by other methods, such as failing a saving throw to maintain concentration or becoming incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
Starting at 14th level, you can release your pent-up emotions in a single burst. When you hit with an attack affected by your Ardent Strikes ability, you can choose to immediately end your rage. If you do so, the attack immediately deals an additional 3d12 damage of the chosen damage type.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have used this ability, you cannot enter the Emotional State that you were in when you used this ability until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Ravenous Warriors ==&lt;br /&gt;
Some who walk the path of boundless rage gain an eternal and endless hunger. This hunger. fuels them, but to compensate, their appetites grow, consuming foes even on the battlefield. These are the Barbarians who walk the Path of Ravenous Warriors&lt;br /&gt;
&lt;br /&gt;
==== Bottomless Stomach ====&lt;br /&gt;
At 3rd level, your body is used to a constant hunger. For every level of Exhaustion you have, you subtract half that much (rounded down) from any Attack Roll, Ability Check, or Saving Throw you make, rather then subtract that must. Additionally, while raging, you are immune to the effects of exhaustion, and finishing a Long Rest removes two levels of exhaustion.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
You gain Proficiency with Cook&#039;s Utensils. Additionally while raging, if you hit on a weapon attack roll, you can gain one level of exhaustion, spending a massive reserve of your energy, to choose one of the following effects:&lt;br /&gt;
*If the creature you hit is Large or smaller, it falls prone and is pushed 10ft in a direction of your choice.&lt;br /&gt;
*You recover Hit Points equal to half the damage your dealt by your attack.&lt;br /&gt;
*For this attack you ignore the target&#039;s damage resistances.&lt;br /&gt;
*You immediately make two additional attacks, targeting two creatures which you haven&#039;t attacked this turn.&lt;br /&gt;
&lt;br /&gt;
==== Breakfast ====&lt;br /&gt;
At 6th level, you’ve learned how to cook meals that give you an edge in battle. If you spend one hour cooking, you may expend a Hit Die to create a meal that can be eaten as an action, removing one level of exhaustion once eaten. A meal gives one of the following benefits, chosen when made. Its additional benefits last for six hours, or until you eat another one of these meals. &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Medicinal.&#039;&#039;&#039; Whenever you take Poison damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the Poison condition&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Spicy.&#039;&#039;&#039; Whenever you take Cold damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme cold.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chilled.&#039;&#039;&#039; Whenever you take Fire damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme heat.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Filling.&#039;&#039;&#039; You gain Temporary Hit Points equal to your level. You also have advantage on Constitution Checks and Saving Throws.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you create a meal this way, you create a number of portions equal to your Wisdom Modifier + your Proficiency Bonus. They spoil after a number of hours equal to your Wisdom Modifier.&lt;br /&gt;
&lt;br /&gt;
==== Lunch ====&lt;br /&gt;
Starting at 10th level, the pit of hunger in your stomach grants you a terrible power. If you have four or more levels of exhaustion while raging, you gain Consume as a Melee Weapon Attack, dealing 2d12 Piercing Damage. On a hit, the target then makes a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus, on a failure, the target gains a level of exhaustion, and you lose a level of exhaustion.&amp;lt;br&amp;gt;&lt;br /&gt;
If you reduce a creature to 0 Hit Points, your Strength and Constitution scores increase by 2 until the end of your Rage, up to a maximum of 28.&lt;br /&gt;
&lt;br /&gt;
==== Dinner ====&lt;br /&gt;
At 14th level, you can replicate the effects of a 1st level Absorb Elements spell at will, however, you can use it with the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, and thunder. The somatic components for this effect are chewing and swallowing, and you do not need a free hand to use it.&lt;br /&gt;
&lt;br /&gt;
== Path of Storm Heralds ==&lt;br /&gt;
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.&lt;br /&gt;
&lt;br /&gt;
==== Storm Aura ====&lt;br /&gt;
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.&lt;br /&gt;
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.&lt;br /&gt;
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; When this effect is activated, all other creatures of your choice in your aura take 1d4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target cannot take bonus actions until the start of your next turn and takes 1d6 lightning damage on a failed save and half as much damage on a successful one and can take bonus actions. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; When this effect is activated, each creature of your choice in your aura gains 1d4 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
&lt;br /&gt;
==== Storm Soul ====&lt;br /&gt;
At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; You gain resistance to fire damage, and you don’t suffer the effects of extreme heat. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet, or increase your swimming speed by 10ft if you already have one.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; You gain resistance to cold damage, and you don’t suffer the effects of extreme cold. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.&lt;br /&gt;
&lt;br /&gt;
==== Shielding Storm ====&lt;br /&gt;
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.&lt;br /&gt;
&lt;br /&gt;
==== Raging Storm ====&lt;br /&gt;
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.&lt;br /&gt;
&lt;br /&gt;
== Path of Strikers ==&lt;br /&gt;
Strikers harness the primordial power of the storm to wreak havoc upon their foes, through stealing their sight, their movement, or simply crushing them before they have the chance to act at all. They are a unique type of defender for their allies, their protection being somewhat a byproduct of the sheer devastation they inflict upon the enemy. They are not simply a conduit for the wrath of the storm, though, but instead wield it with thought and practice, shaping it into devastating strikes and unique abilities some would almost comparable to spellcraft, mimicing the sometimes unpredictable and sudden wrath of a tempest, changing these abilites like the weather with the seasons. Though they may seem dangerous and collateral-prone, Strikers are mindful to shape their lightning around and away from their allies, diffusing it through a combination of sheer will and practiced talent.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Striker could develop their powers in a number of ways. Some may be from a long lineage of Strikers, or were caught in a freak magical storm and left with some of that residual energy. However you came to be a Striker, you embody chaos and control in equal measure, proving that the best defense is an overwhelming offense.&lt;br /&gt;
&lt;br /&gt;
==== Titan ====&lt;br /&gt;
At 3rd level, you find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal Lightning Damage equal to 1d6 + your Strength Modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.&lt;br /&gt;
Additionally, you gain Proficiency and Expertise in Athletics.&lt;br /&gt;
&lt;br /&gt;
==== Fists of Havoc ====&lt;br /&gt;
Also at 3rd level, your rages are empowered by your thunderous might. While raging, you gain the following benefits:&lt;br /&gt;
*You gain Resistance to Lightning Damage.&lt;br /&gt;
*Your jump heights and distances are doubled.&lt;br /&gt;
*Whenever you grapple or shove a creature, it takes Lightning damage equal to 1d4+ your Proficiency Bonus.&lt;br /&gt;
*As a part of the bonus action to Rage, and as a bonus action during your Rage, you may make one Unarmed Strike attack.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Arsenal ====&lt;br /&gt;
At 6th level, your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of the class description.&lt;br /&gt;
You may change one or both of these abilities to another from the same list at the end of a a long rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
A Reach or Strike can be used in place of any unarmed strike attack you would make during your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You have advantage on any saving throws and take half damage from your Reach effects, and are immune to them while raging.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Reach and Strike abilities use your Arsenal DC in many places. This DC is equal to (8 + your proficiency bonus + your Constiution modifier)&lt;br /&gt;
&lt;br /&gt;
==== Trample ====&lt;br /&gt;
At 10th level, nothing alive or otherwise can stop the storming force that you’ve become.&lt;br /&gt;
Lightning damage you deal ignores resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your unarmed strikes deal an additional 1d4 Lightning damage, and deal double damage to structures and objects.&lt;br /&gt;
&lt;br /&gt;
==== Thundercrash ====&lt;br /&gt;
At 14th level, you have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You have also mastered the ultimate Striker technique; The Thundercrash.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can give yourself a Flying Speed of 150ft until the end of your turn. Once you begin moving, you cannot take any other actions or reactions until your flying movement is exhausted. If you stop moving at any point while using this fly speed, any of your remaining fly speed from this ability is exhausted.&amp;lt;br&amp;gt;&lt;br /&gt;
You can pass through the space of hostile creatures while you have this flight, treating that space as difficult terrain. The first time you pass through a hostile creature’s space during this movement, they take Lightning Damage equal to 2d6 + double your Proficiency Bonus. If you end the movement in the air, you float harmlessly down to the ground at a rate of 30 feet per second.&amp;lt;br&amp;gt;&lt;br /&gt;
If you end the movement touching a surface, you create a devastating shockwave, and all hostile creatures within a 30 foot cube of the impact must make a Dexterity saving throw against your Arsenal DC, or take 4d6 Lightning and 4d6 Thunder damage, and are knocked prone and blinded. On a successful save, they take half damage and are only knocked prone or blinded (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
For one minute after your Thundercrash, any hostile creatures that ends their turn within 30 feet of the impact point need to make a dexterity saving throw, or take 2d6 Lightning Damage on a failure, and half as much on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this ability, you must finish a long rest before you can use it again.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Reach ====&lt;br /&gt;
All Reaches are considered simple thrown weapons, with which you are proficient. They have a range of 30/40ft.&amp;lt;br&amp;gt;&lt;br /&gt;
They appear as Tiny objects, whose appearance you choose.&amp;lt;br&amp;gt;&lt;br /&gt;
They are summoned to your hand when you choose to attack with them, and dissapear in a small shower of sparks as soon as their effects conclude, or if they exit their range.&lt;br /&gt;
If you miss an attack roll with a Reach, it will fly past the target of the attack, until it hits another creature or surface, or exits its range.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thunderclap Reach.&#039;&#039;&#039; This reach sticks to any creature or surface it hits, and faces back towards you. As soon as it hits a surface or creature, and at the start of your next turn, all creatures of your choice within a 15 foot cone out from the surface or creature this Reach hits must make a Dexterity Saving Throw against your Arsenal DC. They take 3d6+ your Rage damage bonus in lightning damage on a fail, or half as much on a save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Blinding Reach.&#039;&#039;&#039; As soon as this Reach impacts a creature or surface, all creatures of your choice within a 15 foot cube take lightning damage equal to your Rage damage bonus, and need to make a Constitution Saving Throw against your Arsenal DC, or be blinded until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pulsing Reach.&#039;&#039;&#039; As soon as a this reach impacts a creature or surface, all creatures of your choice within a 15 foot cube need to make a Strength Saving Throw against your Arsenal DC, or take 1d6+ your Rage damage bonus in Lightning damage, and be knocked prone. On a save, a creature takes half damage and is not knocked prone.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Strike ====&lt;br /&gt;
&#039;&#039;&#039;Seismic Strike.&#039;&#039;&#039; When you take the Dash action, you can run directly into a creature, and make an unarmed strike attack (no action required). If the attack hits, deal extra lightning damage equal to your rage damage bonus, and the creature must make a Constitution Saving Throw against your Arsenal DC, or be Deafened until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ballistic Strike.&#039;&#039;&#039; When you are at least 10 feet in the air, choose a point you can see on the ground. This point can be an equal distance away from how high in the air you are, to a maximum of (10 x your barbarian level). You slam down to that point, taking no fall damage, and you then make an unarmed strike attack against all creatures of your choice within 5 feet of the impact. If an attack hits, it deals extra lightning damage equal to your Rage damage bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaining Strike.&#039;&#039;&#039; When you hit a creature with a melee attack that deals any Lightning damage, a number of other creatures of your choice within 10 feet, up to a number equal to your proficiency bonus, take Lightning damage equal to 1d4 + double your Proficiency Bonus damage bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Subjugators ==&lt;br /&gt;
Those who follow this path grant no mercy and ask for none. Weakness is seen as consent to be crushed by the strong. Those that are conquered are expected to serve not only in life, but also in death.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no great numbers of tribes that follow this path, for the path of the one who would rule the dead is a path made alone, save for the wailing that follows them.&lt;br /&gt;
&lt;br /&gt;
==== Grisly Treasure ====&lt;br /&gt;
At 3rd level, you draw strength from your foes. Beasts and Monstrosities killed by you or your allies can be looted for a trophy if it was killed in a combat you took part in.&amp;lt;br&amp;gt;&lt;br /&gt;
Trophies usually take the form of a body part or a notable item belonging to your enemy and must be displayed openly on your person to benefit you. This can take many forms, such as tying small bones to your clothing, wearing or wielding a notable item belonging to an enemy, or even crafting an item from their corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of trophies equal to your proficiency bonus and taking a new trophy causes the trophy of the lowest CR creature you bear to crumble to dust and be destroyed.&lt;br /&gt;
You cannot take more than one trophy from a single enemy for use with the features of this path.&lt;br /&gt;
&lt;br /&gt;
==== Savage Lore ====&lt;br /&gt;
At 3rd level, you can summon the spirit of your fallen foe. As an Action, you hold forth a creature&#039;s trophy to summon its shade to an unoccupied space you can see within 30 feet of you.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade has the same appearance and statistics that the creature had in life, but it is translucent and has gray tone to it.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade can only obey simple commands such as guarding a location, or following an ally.&amp;lt;br&amp;gt;&lt;br /&gt;
In combat, the shade disregards commands, mindlessly pursuing the closest enemy, making a single attack against that enemy at the end of your turn. The shade&#039;s attacks deal Psychic Damage and use the statistics of the creature it&#039;s based off of.&lt;br /&gt;
The shade disappears if it&#039;s reduced to 0 hit points, you summon another shade, or after it makes a number of attacks equal to your proficiency bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When a shade disappears, the trophy that was used to summon it crumbles to dust and is destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Grim Countenance ====&lt;br /&gt;
At 6th level, while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.&amp;lt;br&amp;gt;&lt;br /&gt;
While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the area of vanquished souls it must succeed a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier, on a failure the target is Slowed and Frightened of you until the end of your Next turn, also the target takes Psychic Damage equal to the Proficiency Bonus of the highest CR creature who&#039;s trophy you bear.&lt;br /&gt;
&lt;br /&gt;
==== Primal Sovereignty ====&lt;br /&gt;
By 10th level, your dominance over the dead is implacable.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Grisly Treasure feature now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the Speak With Dead spell and perceive you as an ally, though you can still only ask 5 questions.&lt;br /&gt;
In addition, you can now use a Bonus Action to precisely direct a shade&#039;s movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding legendary, mythic, villain, and lair actions.&lt;br /&gt;
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Dread Knowledge ====&lt;br /&gt;
At 14th level, you can call upon the greater powers that your enemies possessed in life.&amp;lt;br&amp;gt;&lt;br /&gt;
As an action, you hold forth a trophy to absorb the spirit held within it.&amp;lt;br&amp;gt;&lt;br /&gt;
As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently upon the battlefield it disappears and is drawn into yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
As part of the action you use to absorb the spirit, and on subsequent turns as an action, you may use any single action, legendary action, or spell that was available to the creature that the spirit was in life. This state persists until you use that creature&#039;s action or use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you absorb a spirit, you can&#039;t do so again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Totem Warriors ==&lt;br /&gt;
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.&lt;br /&gt;
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Seeker ====&lt;br /&gt;
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals.&lt;br /&gt;
&lt;br /&gt;
==== Totem Spirit ====&lt;br /&gt;
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, you have advantage on saving throws to resist spells and magical effects. In addition, you gain the benefits of your Danger Sense feature even when you are blinded or deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While you are raging and aren&#039;t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, you can, as a Bonus Action, regain hit points equal to half your barbarian level. If you take fire damage, you cannot use this trait until the end of your next turn. The spirit of the hydra makes you incredibly tenacious in combat.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While raging, you have resistance to psychic damage. In addition, you have advantage on saving throws to see past illusions and resist being charmed. The spirit of the sphinx makes your mind impenetrably sharp.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.&lt;br /&gt;
&lt;br /&gt;
==== Aspect of the Beast ====&lt;br /&gt;
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; You gain the magical senses of a chimera. You can cast Detect Magic, but only as a ritual. Additionally, you gain proficiency in Arcana.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; You gain the relentless endurance of a hydra. As an action, you can reduce your exhaustion level by 1. You can use this action once per long rest. The hydra’s spirit grants you the strength to persevere through the most difficult of circumstances.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; You are immune to any effect that would sense your emotions, read your thoughts, or magically discern your location. In addition, when you make a Charisma (Deception) check, if the roll on the d20 is lower than your Constitution Score, you can increase your roll to be equal to that score. The spirit of the sphinx makes you proud and imperious.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Walker ====&lt;br /&gt;
At 10th level, you can cast the Commune With Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.&lt;br /&gt;
&lt;br /&gt;
==== Totemic Attunement ====&lt;br /&gt;
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, if you are targeted by a spell, you can use your reaction to immediately move up to your speed. If you end your movement within 5 feet of the caster, the caster must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or the spell is interrupted and the caster takes Bludgeoning Damage equal to 1d12 + your Strength modifier. On a successful save, the spell is not interrupted and the caster takes half damage.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, if you attack at least two different creatures when you take the Attack action, you can make one additional melee weapon attack as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While you are raging, you can use your action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.&lt;br /&gt;
&lt;br /&gt;
== Path of Wild Magic ==&lt;br /&gt;
As folk of deep feeling, barbarians are especially susceptible to wild, fey influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.&lt;br /&gt;
&lt;br /&gt;
==== Magic Awareness ====&lt;br /&gt;
At 3rd level you can open your awareness to the presence of concentrated magic. As an action, until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Wild Surge ====&lt;br /&gt;
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. You can also use a Bonus Action while raging to roll on the table again, replacing the previous effect. All of these effects end when you finish raging. If the effect requires a saving throw or ability check, the DC equals 8 + your Proficiency Bonus + your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wild Magic&lt;br /&gt;
|-&lt;br /&gt;
! d100 !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || You Explode, cast Fireball at 3rd level centered on yourself using Constitution as your spellcasting modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || When a creature within 60ft you take damage, all creatures within 60ft take the same amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || A 30ft cube of ice materializes centered on you, Creatures within begin suffocating and take 1d6 Cold damage at the start of their turn. The Cube has an AC of 5 and a number of Hit Points equal to 5 times your Constitution Modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 7-8 || A black hole opens in your chest, all creatures within 60ft of you must make a Strength saving throw or be pulled 30ft towards you. You must make a Dexterity saving throw or take 1d10 bludgeoning damage at the start of your turn as you are pelted by debris.&lt;br /&gt;
|-&lt;br /&gt;
| 9-10 || Hundreds or arms grow out of your back grasping at nearby creatures. At the start of each of your turns, you attempt to grapple each creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 11-12 || Your body begins emanating inky magical darkness, all creatures within 10ft of you are Blinded.&lt;br /&gt;
|-&lt;br /&gt;
| 13-14 || Animated chains rise out of the floor, all creatures within 30ft of you must&lt;br /&gt;
make a Strength saving throw or be Restrained by the chains. A creature restrained by the chains can use its action to make a Strength (Athletics). On a success, the creature is no longer Restrained&lt;br /&gt;
|-&lt;br /&gt;
| 15-16 || The floor within 60ft of you turns to knee deep custard, any creature that did not move at least 10ft on its turn is restrained and must make a Strength Saving throw at the start of each of its turns to move again.&lt;br /&gt;
|-&lt;br /&gt;
| 17-18 || At the start of each of your turns, you cast the Sleep spell centered on yourself with your Current hit points being the number of Hit Points effected.&lt;br /&gt;
|-&lt;br /&gt;
| 19-20 || A 30ft snowstorm centered on you whips up, each creature apart from you in that area must make a DC 10 Constitution saving throw or suffer Exhaustion 1. the area is also heavily obscured.&lt;br /&gt;
|-&lt;br /&gt;
| 21-22 || Ball bearings spill out of your clothing in a 60ft Radius at the start of each of your turns, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. These ball bearings magically disappear at the end of your turn.&lt;br /&gt;
|-&lt;br /&gt;
| 23-24 || all creatures within 60 ft of you have their legs replaced with the bottom of random chess pieces and can only move like those pieces. This affect end when your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 25-26 || You and all creatures within 15ft of you are reduced to the physique of a child, your speed, damage, and Armor class are halved, and all checks are made at disadvantage.&lt;br /&gt;
|-&lt;br /&gt;
| 27-28 || Your bones vanish, you are immune to bludgeoning damage but automatically fail all strength checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 29-30 || You become stone, you are immune to piercing damage but automatically fail all dexterity checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 31-32 || You turn into translucent jelly, you are immune to slashing damage but automatically fail any constitution checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 33-34 || You legs are replaced by a slugs foot, your speed is reduced to 10 ft and you can walk vertically and upsides down on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 35-36 || Your arms are replaced by fins, you can not hold items and you gain a swim speed equal to double your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
| 37-38 || You grow gills, losing the ability to breath air and gain water breathing, you can also spit a 10ft cone of viscous goo as a bonus action, creatures caught in the cone must make a dexterity saving throw or take 4d4 acid damage.&lt;br /&gt;
|-&lt;br /&gt;
| 39-40 || Your eyes are replaced with compound eyes, you can&lt;br /&gt;
not be flanked but you have disadvantage on all perception checks that rely on&lt;br /&gt;
sight.&lt;br /&gt;
|-&lt;br /&gt;
| 41-42 || You grow a second head, gaining advantage on Intelligence and Wisdom saving throws as well as perception checks, but creatures attacking you have their crit range doubled.&lt;br /&gt;
|-&lt;br /&gt;
| 43-44 || All creatures that start their turn within 60ft of you randomly switch places with another creature within the same radius.&lt;br /&gt;
|-&lt;br /&gt;
| 45-46 || The ground around you for 20 ft becomes semi-fluid like a waterbed, becoming difficult terrain.&lt;br /&gt;
|-&lt;br /&gt;
| 47-48 || At the start of each of your turns, a pit of lava opens up in a random space within 5ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 49-50 || Reroll, keep the previous effect as well as the next one you roll.&lt;br /&gt;
|-&lt;br /&gt;
| 51-52 || Gravity within 120ft of you is turned 90 degrees in a random direction until your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 53-54 || All sound ceases in a 20 ft radius cantered on you.&lt;br /&gt;
|-&lt;br /&gt;
| 55-56 || Creatures you deal damage to drop an amount of Silver Pieces equal to the amount of damage you dealt.&lt;br /&gt;
|-&lt;br /&gt;
| 57-58 || As a bonus action you can make a ranged weapon attack using your Constitution, if you hit you can alter the cut, style and color of the clothes of the target.&lt;br /&gt;
|-&lt;br /&gt;
| 59-60 || The light within 20ft of you takes on a deep red hue and a choir stars singing, granting you advantage on intimidation checks.&lt;br /&gt;
|-&lt;br /&gt;
| 61-62 || You can summon custard pies out of thin air and make a ranged attack, if you hit the creature has disadvantage on charisma checks.&lt;br /&gt;
|-&lt;br /&gt;
| 63-64 || Enemies are randomly attached together in pair until no more pairs can be made, they are attached by rubber bands that pull them 5ft closer to each other each at the start of their turns and will not allow them to be more than 20ft away from each other.&lt;br /&gt;
|-&lt;br /&gt;
| 65-66 || Each action you take is accompanied by musical cue’s and sound effects that can be heard up to 60ft away.&lt;br /&gt;
|-&lt;br /&gt;
| 67-68 || While raging, you cast Vicious Mockery at the start of each of your turns targeting a random creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 69-70 || At the start of each of your turns, a cow drops from the sky at a random location within 10ft of you. a creature in that space must make a Dexterity Saving Throw, or takes 2d10 Bludgeoning Damage and be knocked prone.&lt;br /&gt;
|-&lt;br /&gt;
| 71-72 || Your legs turn into Springs allowing you to jump in any direction up to your full movement.&lt;br /&gt;
|-&lt;br /&gt;
| 73-74 || Your arms become long noodles causing your reach to increase by 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 75-76 || Your hair grows and becomes prehensile, you can use it to make grapple attacks as a bonus action with a range of 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 77-78 || Your torso can spin like a propeller allowing you to make a single attack against all targets within 5ft as an action.&lt;br /&gt;
|-&lt;br /&gt;
| 79-80 || Your body melts and becomes bright pink slime, you are considered amorphous,&lt;br /&gt;
able to move through spaces 1 inch wide without squeezing. You are immune to&lt;br /&gt;
grappling and prone.&lt;br /&gt;
|-&lt;br /&gt;
| 81-82 || Your body grows battlements and arrow slits as well as an army of tiny soldiers. On initiative count 20 the soldiers inside fire two tiny catapults&lt;br /&gt;
at your enemies using Constitution with a range of 40ft dealing 1d6 Piercing Damage + your Rage Damage and shoot a volley of arrows in. 10ft Cone forcing creatures to make a Dexterity Saving Throw, or take 1d4 times your Proficiency Bonus on a failed saving throw, and half as much on a successful save.&lt;br /&gt;
|-&lt;br /&gt;
| 83-84 || You can create at infinite amount of silk rope by pulling it out of your sleeve.&lt;br /&gt;
|-&lt;br /&gt;
| 85-86 || At the start of each of your turns, you can Minute Meteors centered on yourself, using Constitution for your spellcasting ability.&lt;br /&gt;
|-&lt;br /&gt;
| 87-88 || You grow feathered wings that grant you a Flying Speed equal to two times your Walking Speed.&lt;br /&gt;
|-&lt;br /&gt;
| 89-90 || You grow a Star-nosed mole’s nose and gain Tremorsense out to a range of 120ft.&lt;br /&gt;
|-&lt;br /&gt;
| 91-92 || Your skeleton becomes adamant and you become immune to critical hits.&lt;br /&gt;
|-&lt;br /&gt;
| 93-94 || You cast the lightning a Lightning Bolt spell at the start of each of your turns using Constitution as your spellcasting modifier in a random direction also targeting yourself.&lt;br /&gt;
|-&lt;br /&gt;
| 95-96 || Your weapon becomes an energy weapon that makes a loud humming noise and deals an additional 2d6 radiant damage.&lt;br /&gt;
|-&lt;br /&gt;
| 97-98 || You can teleport 60ft to space you can see as a bonus action.&lt;br /&gt;
|-&lt;br /&gt;
| 99-100 || You are surrounded by a burning golden aura. Your Strength, Constitution and Dexterity modifier, as well as your speed, is doubled for the duration of your rage. You also gain Temporary Hit Points equal to 1d12 + your constitution modifier at the start of your turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Magic ====&lt;br /&gt;
Starting at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:&lt;br /&gt;
For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.&lt;br /&gt;
Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.&lt;br /&gt;
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Unstable Backlash ====&lt;br /&gt;
At 10th level, 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.&lt;br /&gt;
&lt;br /&gt;
==== Controlled Surge ====&lt;br /&gt;
At 14th level, you gain masterful control over your surges. Instead of rolling once on the Wild Magic Table, you roll three times and choose any number of the rolled effects.&lt;br /&gt;
&lt;br /&gt;
== Path of Zealots ==&lt;br /&gt;
These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.&lt;br /&gt;
&lt;br /&gt;
==== Divine Fury ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.&lt;br /&gt;
&lt;br /&gt;
==== Warrior of the Three ====&lt;br /&gt;
At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.&lt;br /&gt;
&lt;br /&gt;
==== Zelous Presence ====&lt;br /&gt;
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Rage Beyond Death ====&lt;br /&gt;
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.&amp;lt;br&amp;gt;&lt;br /&gt;
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.&lt;br /&gt;
&lt;br /&gt;
= Changes =&lt;br /&gt;
&lt;br /&gt;
==== Short Rests ====&lt;br /&gt;
Anything that recharges once on a short rest, instead recharges Proficiency Bonus number of times per long rest.&lt;br /&gt;
&lt;br /&gt;
=== Core Class ===&lt;br /&gt;
&lt;br /&gt;
==== Starting Equipment ====&lt;br /&gt;
Greataxe or Melee Martial Weapon | Any Simple or Martial Melee Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Two Handaxes or 1 Simple Weapon | Two Simple Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&#039;s Pack | Equipment Pack&amp;lt;br&amp;gt;&lt;br /&gt;
Four Javelins | Five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Additional Rage Damage ====&lt;br /&gt;
Changed Rage Damage to be based on Proficiency Bonus (+2, 1-4th. +3, 5-8th. +4, 9-12th. +5, 13-16th. +6, 17-20th), rather then seemingly arbitrary bonuses (+2, 1-8th. +3, 9-15. +4, 16-20th), this results in an average Rage Damage increase of +1.65, and with a singular extra attack, a +3.3 DPR increase (+4.95 DPR if duel wielding or Path of Berserkers, and +6.6 if duel wielding and Path of Berserkers)&lt;br /&gt;
&lt;br /&gt;
==== Rage Uses ====&lt;br /&gt;
Rage uses are based on Proficiency Bonus, rather then arbitrary amounts, also based on long rests versus short rests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PB Based&#039;&#039;&#039; 2 uses, 1-4th. 3 uses, 5-8th. 4 uses, 9-12th. 5 uses, 13-16th. 6 uses, 17-20th, per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arbitrary Based&#039;&#039;&#039; 2 uses, 1-3rd. 3 uses, 4-5th. 4 uses, 6-11th. 5 uses, 12-16th. 6 uses, 17-20th, per short or long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
On average this is less rages (+0.25 rages), and you lose the short rest regeneration.&lt;br /&gt;
&lt;br /&gt;
==== Feature Changes ====&lt;br /&gt;
Extra Attack now scales if you have more copies of the feature and reach certain levels (2 copies at 11th level, 3 copies at 20th level)&amp;lt;br&amp;gt;&lt;br /&gt;
Feral Instinct changed from &amp;quot;you ignore surprise if the first thing you do is rage&amp;quot; to &amp;quot;you can&#039;t be surprised&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Relentless Rage now allows you to try resist Critical hits.&lt;br /&gt;
&lt;br /&gt;
==== Added Features ====&lt;br /&gt;
Primal Knowledge at 3rd and 10th level&amp;lt;br&amp;gt;&lt;br /&gt;
Resolute Will at 13th level&amp;lt;br&amp;gt;&lt;br /&gt;
Gifted Strength at 15th level&amp;lt;br&amp;gt;&lt;br /&gt;
Shared Strength at 17th level&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subclasses ===&lt;br /&gt;
&lt;br /&gt;
==== Subclass Changes ====&lt;br /&gt;
Added the Chimera, Hydra, and Sphinx as options for Path of Totem Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Completely reworked Path of Battlerager&lt;br /&gt;
&lt;br /&gt;
==== Added Subclasses ====&lt;br /&gt;
Added Path of Crucibles&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Giants&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Glaciers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Impulse&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Ravenous Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Strikers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Subjugators&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Wrestlers&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1457</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1457"/>
		<updated>2022-11-09T19:04:42Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Path of Strikers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Barbarian =&lt;br /&gt;
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.&amp;lt;br&amp;gt;&lt;br /&gt;
A hobgoblin snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.&amp;lt;br&amp;gt;&lt;br /&gt;
Frothing at the mouth, a dwarf slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.&amp;lt;br&amp;gt;&lt;br /&gt;
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.&amp;lt;br&amp;gt;&lt;br /&gt;
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Rage, Unarmored Defense || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Reckless Attack, Danger Sense || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Primal Path, Primal Knowledge || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Extra Attack, Fast Movement || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Primal Path Feature || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || Feral Instinct, Instinctive Pounce || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || Brutal Critical (2 Times), Resolute Will || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Primal Path Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Relentless Rage || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || Brutal Critical (3 Times), Stored Strength || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Primal Path Feature || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || Persistent Rage, Gifted Strength || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || Brutal Critical (4 Times), Shared Strength || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Indomitable Might || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Primal Champion || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d12 per Barbarian Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 12 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d12 (or 7) + your Constitution Modifier per Barbarian Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, and Shields&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Constitution.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; One Simple or Martial Melee Weapon, two Simple Weapons, one Equipment Pack, and five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
At 1st level you can enter a state of mindless, focused, flow, often channeled as rage and wrath. On your turn you can enter Rage as a Bonus Action, if you aren’t wearing Heavy Armor, you gain the following benefits.&lt;br /&gt;
*You have advantage on Strength Checks and Saving Throws&lt;br /&gt;
*You make an attack with a weapon using Strength you gain a bonus to damage equal to your Proficiency Bonus&lt;br /&gt;
*You have Resistance to Bludgeoning, Piercing, and Slashing Damage&lt;br /&gt;
You cannot cast Spells or Concentrate on effects while Raging. Your Rage lasts for 1 minute, but ends early if you fall Unconscious or end your turn without performing an attack or if you haven’t been attacked since the end of your turn. You can also end it early as a Free Action. You can use this feature a number of times equal to your Proficiency Bonus, retaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
Also starting at 1st level, while you are not wearing armor, you have an Armor Class of 10 + Your Dexterity Modifier + Your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you gain the ability to abandon defense to effectively harm your foes. When you make an attack with a weapon using Strength on your turn, you can choose to gain advantage on that attack and all future attacks that use Strength that you make on your turn, but all attack rolls against you have advantage until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have advantage on Dexterity Saving Throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be Blinded, Deafened, or Incapacitated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 3rd level you gain one of the following Proficiencies, or another Proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
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 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
At 5th level you can perform an additional attack as part of the Attack action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your Speed increases by 10 feet while you aren’t wearing Heavy Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls and cannot be surprised.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Instinctive Pounce ====&lt;br /&gt;
Also at 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, deal 2 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 3 times the max damage at 13th level and 4 times the max damage at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Resolute Will ====&lt;br /&gt;
Also at 9th level, you gain the ability to use your resolute well of power to improve your day to day activities. When you make a skill check, you can expend a hit die to add a d12 to the roll. You can add this bonus before or after you make the roll, but before the DM says whether or not you succeed,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 10th level you gain one of the following proficiencies, or another proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&amp;lt;br&amp;gt;&lt;br /&gt;
If you suffer a critical hit while you’re raging, you can make a Constitution Saving Throw. If you succeed, the attack becomes a normal hit instead.&amp;lt;br&amp;gt;&lt;br /&gt;
This Constitution Saving Throw has a DC of 10 which increases by 5 each time you use this feature. When you finish a long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 13th level, you deal 3 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 4 times the max damage at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stored Strength ====&lt;br /&gt;
Also at 13th level, you gain the ability to recover long-term vitality by sacrificing temporary health. As a bonus action, you can reduce your current hit points by 5. If you do, you recover a hit die.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gifted Strength ====&lt;br /&gt;
Also at 15th level, you gain the ability to invite others into your strength. As a bonus action, you can touch a creature including yourself and expend a Hit Die. The target creature gains one of the following effects you choose:&amp;lt;br&amp;gt;&lt;br /&gt;
*The target heals a number of Hit Points equal to your Constitution Modifier&lt;br /&gt;
*The target gains Resistance to a type of damage of your choice for 1 minute&lt;br /&gt;
*The target gains a Climbing Speed or Swimming Speed equal to your Walking Speed for 1 hour.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 17th level, you deal 4 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Shared Strength ==== &lt;br /&gt;
Also at 17th level, when you hit on an attack roll, you can expend a hit dice to heal up to two other creatures within 15ft of you a number of hit points equal to 1 roll of the hit dice you expended + your Constitution Modifier (minimum 1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
= Primal Paths =&lt;br /&gt;
&lt;br /&gt;
== Path of Ancestral Guardians ==&lt;br /&gt;
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.&lt;br /&gt;
&lt;br /&gt;
==== Ancestral Protectors ====&lt;br /&gt;
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, causing them to surround and harass that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the start of your next turn, that creature has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Shield ====&lt;br /&gt;
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.&lt;br /&gt;
&lt;br /&gt;
==== Consult the Spirits ====&lt;br /&gt;
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast either spell in this way a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Vengeful Ancestors ====&lt;br /&gt;
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.&lt;br /&gt;
&lt;br /&gt;
== Path of Battleragers ==&lt;br /&gt;
Barbarians who embody pure chaos and rage often become Battlerager barbarians. They use special spiked armor to grab their foes in combat and harm them by being in pure proximity to you. &lt;br /&gt;
&lt;br /&gt;
==== Imbue Spikes ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to transform a set of medium armor into Spike Armor. When you finish a long rest you can touch a set of medium armor, it magically grows spikes and becomes Spike Armor, which has an AC of 14 + Dexterity Modifier (max 2).&amp;lt;br&amp;gt;&lt;br /&gt;
If the set of medium armor was magical in any way, that benefit is transferred to your Spike Armor.&lt;br /&gt;
&lt;br /&gt;
==== Battlerager Armor ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
While you are wearing spiked armor, you gain spikes which deals 1d8 Piercing Damage and can be used as an unarmed attack.&lt;br /&gt;
&lt;br /&gt;
==== Grappling Spikes ====&lt;br /&gt;
Also at 3rd level, you learn better how to use your spikes to grapple creatures. While raging, if you grapple a creature, you deal Piercing Damage to the target equal to your Strength Modifier. At the start of each of the creature&#039;s turns, it takes this Damage again if it is still grappled and you are still raging.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Abandon ====&lt;br /&gt;
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.&lt;br /&gt;
&lt;br /&gt;
==== Battlerager Charge ====&lt;br /&gt;
Also at 6th level, your pure raging chaos quickens your stride. Your speed increases by 10ft, and you can take the Dash action as a bonus action.&lt;br /&gt;
&lt;br /&gt;
==== Vice Grip ====&lt;br /&gt;
At 10th level, you become a natural at grappling creatures. Whenever you take the Attack Action, you can also attempt to grapple a creature as part of that action.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, you are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger then you.&lt;br /&gt;
&lt;br /&gt;
==== Spiked Retribution ====&lt;br /&gt;
At 14th level, when a creature enters a space within 5ft of you, or a creature within 5ft of you takes an action or bonus action, you can cause that creature to take Piercing Damage equal to your Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Beasts ==&lt;br /&gt;
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations.&lt;br /&gt;
&lt;br /&gt;
==== Form of the Beast ====&lt;br /&gt;
Starting at 3rd level when you choose this subclass, 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 modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage:&lt;br /&gt;
*&#039;&#039;&#039;Bite.&#039;&#039;&#039; Your mouth transforms into a bestial muzzle or great mandibles. 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 proficiency bonus, provided you have less than half your hit points when you hit.&lt;br /&gt;
*&#039;&#039;&#039;Claws.&#039;&#039;&#039; Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. 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.&lt;br /&gt;
*&#039;&#039;&#039;Tail.&#039;&#039;&#039; You 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.&lt;br /&gt;
&lt;br /&gt;
==== Bestial Soul ====&lt;br /&gt;
At 6th level, 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 non-magical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a long rest, choose one of the following benefits, which lasts until you finish your next or long rest:&lt;br /&gt;
*&#039;&#039;&#039;Climbing.&#039;&#039;&#039; You gain a Climbing Speed equal to your Walking Speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.&lt;br /&gt;
*&#039;&#039;&#039;Jumping.&#039;&#039;&#039; When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.&lt;br /&gt;
*&#039;&#039;&#039;Swimming.&#039;&#039;&#039; You gain a Swimming Speed equal to your Walking speed, and you can breathe underwater.&lt;br /&gt;
&lt;br /&gt;
==== Infectious Fury ====&lt;br /&gt;
At 10th level, 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 must succeed on a Wisdom Saving Throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):&lt;br /&gt;
*The target must use its reaction to make a melee attack against another creature of your choice that you can see.&lt;br /&gt;
*The target takes 2d12 Psychic Damage.&lt;br /&gt;
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Call the Hunt ====&lt;br /&gt;
At 14th level, 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 modifier (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 each use the following benefit 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.&lt;br /&gt;
&lt;br /&gt;
== Path of Berserkers ==&lt;br /&gt;
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
==== Frenzy ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you go into a frenzy while raging. While raging, you can make a single melee weapon attack as a bonus action on each of your turns after this one.&lt;br /&gt;
&lt;br /&gt;
==== Mindless Rage ====&lt;br /&gt;
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
==== Intimidating Presence ====&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
==== Retaliation ====&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;br /&gt;
&lt;br /&gt;
== Path of Crucibles ==&lt;br /&gt;
Some Barbarians bottle up their rage, causing physical heat to boil inside of them, eventually overheating and exploding out in pure fury. These hot-headed ragers walk the Path of Crucibles &lt;br /&gt;
&lt;br /&gt;
==== Thermal Core ====&lt;br /&gt;
Starting when you chose this path at 3rd level, you slowly build up kinetic energy and heat while raging, eventually letting it out uncontrollably. During your rage, every time you hit on a weapon attack roll, and you are hit by a weapon attack roll, you gain one Core Temperature Die. These dice are d4s, and increase in size as you gain levels in this class, at 6th level (d6), at 10th level (d8), at 14th level (d10), and at 18th level (d12).&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When you would gain a Core Temperature Dice while at your maximum held, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.&amp;lt;br&amp;gt;&lt;br /&gt;
When this occurs, all other creatures within 30ft must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you lost, or half as much on a successful Save.&lt;br /&gt;
&lt;br /&gt;
==== Burning Heart ====&lt;br /&gt;
Also at 3rd level, your natural heat allows you to resist the most extreme conditions. You ignore the effects of Extreme Heat and Extreme Cold. Additionally, while sleeping, you provide the warmth of a campfire to creatures within 15ft of you.&lt;br /&gt;
&lt;br /&gt;
==== Blazing Core ====&lt;br /&gt;
Beginning at 6th level, your inner forge allows you to provide light, and protection to your allies, warding them from the bitter frost of death.&amp;lt;br&amp;gt;&lt;br /&gt;
Your body becomes constantly wreathed in harmless flames. These flames give off bright light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed dim light for an additional number of feet equal to this radius.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when a creature within 15ft of you makes a Death Saving Throw, you can use your Reaction to grant that save advantage.&lt;br /&gt;
&lt;br /&gt;
==== Molten Core ====&lt;br /&gt;
At 10th level, you learn to control your inner fire. You gain the following ways to spend your Core Temperature Dice:&lt;br /&gt;
*When you hit on a weapon attack, you can expend a Core Temperature Dice to deal additional Fire damage to the target equal to two rolls of your Core Temperature Dice.&lt;br /&gt;
*You use your stored kinetic energy to leap through fire, as a Bonus Action you can expend one of your Core Temperature Dice to teleport a number of feat equal to 5 times your Proficiency Bonus. When you do so, you deal fire damage equal to your Proficiency to all creatures within 5ft of you.&lt;br /&gt;
*A burst of magma leaps from your chest to a nearby creature. When you take the attack actions, you can expend any number of Core Temperature Dice to replace that number of attacks with a Ranged Weapon Attack Roll using your Constitution that Deals Fire Damage equal to two rolls of your Core Temperature Dice and has a range of 15/60ft, you apply your Rage Damage to these attacks.&lt;br /&gt;
&lt;br /&gt;
==== Blazing Mastery ====&lt;br /&gt;
Beginning at 14th level, your inner well of heat grows deeper. You can now hold a number of Core Temperature Dice equal to 2 times your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain your heat more quickly, now, when you hit on a Weapon Attack or are hit with a Weapon Attack, you gain 2 Core Temperature Dice instead of 1, and you gain 1 Core Temperature Dice at the start of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, as an Action on your turn you can expend all of your Core Temperature Dice to unleash a controlled burst of heat.&amp;lt;br&amp;gt;&lt;br /&gt;
All creatures of you choice within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you expended, or half as much on a successful Save.&lt;br /&gt;
&lt;br /&gt;
== Path of Giants ==&lt;br /&gt;
Barbarians who walk the Path of Giants draw strength from the primal forces that are the Giants and their elemental ilk. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might.&lt;br /&gt;
During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.&lt;br /&gt;
&lt;br /&gt;
==== Giant Power ====&lt;br /&gt;
When you choose this path at 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the Druidcraft or Thaumaturgy cantrip (your choice). Constitution is your spellcasting ability for this spell.&lt;br /&gt;
&lt;br /&gt;
==== Giant’s Havoc ====&lt;br /&gt;
Also at 3rd level, your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:&lt;br /&gt;
*When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.&lt;br /&gt;
*Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.&lt;br /&gt;
&lt;br /&gt;
==== Elemental Cleaver ====&lt;br /&gt;
At 6th level, your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 Damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.&lt;br /&gt;
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types, you can also use a bonus action to change the infused weapon.&lt;br /&gt;
&lt;br /&gt;
==== Mighty Impel ====&lt;br /&gt;
At 10th level, your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.&amp;lt;br&amp;gt;&lt;br /&gt;
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.&lt;br /&gt;
&lt;br /&gt;
==== Demiurgic Colossus ====&lt;br /&gt;
At 14th level, the primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller. In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.&lt;br /&gt;
&lt;br /&gt;
== Path of Glaciers ==&lt;br /&gt;
Born from the frigid and daunting realm of the Northern Continent of the Wild-Plains, barbarians who follow the Path of Glaciers have learned to harbor the resolute stillness, patience, and unwavering determination and destruction of the icy landscape. These warriors transform their bodies into powerful moving bunkers that are as difficult to take down as they are to escape from.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians that follow this path are often trained hunters who enjoy the patient stalking of prey. They thrive on the peril they impose on their fleeing targets, and take special pride in their slow-and-steady approach.&lt;br /&gt;
&lt;br /&gt;
==== Permafrost ====&lt;br /&gt;
Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you’re not wearing any armor, you gain a +1 bonus to your AC.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, your rage is a cold and patient well of power. When your rage would end early due to you either not attacking or taking damage after taking the Dodge action, you can choose to maintain it instead.&lt;br /&gt;
&lt;br /&gt;
==== Frostbite ====&lt;br /&gt;
Also at 3rd level, you can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while you’re raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d6 cold damage from the attack. This damage increases when you reach certain levels in this class, increasing to 2d6 cold damage at 10th level and 3d6 at 14th level.&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Cold Fortress ====&lt;br /&gt;
By 6th level, you learn to further channel the icy resilience within you. When you enter a rage and are not wearing any armor, your skin becomes shielded by a protective layer of frost. This frost grants you a number of temporary hit points equal to 1d12 + your Constitution modifier that last for 1 hour. You can use a bonus action on your following turns while you’re raging to expend a Hit Die to gain these temporary hit points again. When you do, the number of temporary hit points you gain is equal to the maximum roll of the expended Hit Die + your Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
==== Deep Sleep ====&lt;br /&gt;
At 10th level, you can choose to enter a deep state of hibernation when you take a long rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.&amp;lt;br&amp;gt;&lt;br /&gt;
You awake from this rest after 6 hours or when you take damage or a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice.&lt;br /&gt;
&lt;br /&gt;
==== Icy Burst ====&lt;br /&gt;
Also at 10th level, you can use an action to send out a shockwave of ice. All creatures in a 30ft emanation must make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your Constitution Modifier. All creatures that fail the Save take a number of d8s of cold damage equal to your proficiency bonus and are Slowed until the end of your next turn, and taking half as much damage on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
==== Never-Ending Fortitude ====&lt;br /&gt;
At 14th level, you become as unstoppable as a mighty glacier. When you take damage, you can use your Reaction to reduce that damage by 2d12. Additionally, you can only be knocked Prone if you choose to be, and you are immune to being Frightened and Slowed.&lt;br /&gt;
&lt;br /&gt;
== Path of Impulse ==&lt;br /&gt;
All barbarians are well acquainted with the concept of harnessing from a deep emotional well. However, some barbarians learn to explore facets of their emotional spirit other than rage alone, tapping into the varied emotional experience of a mortal mind.&lt;br /&gt;
&lt;br /&gt;
==== Emotional State ====&lt;br /&gt;
When you choose this path at 3rd level, whenever you go into a rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are raging.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sorrow.&#039;&#039;&#039; You tap into a deep sadness within you. You gain Resistance to Radiant, Cold, and Psychic Damage, as your body becomes disconnected and senseless. Whenever you take damage that you are resistant to, you can use your Reaction to reduce the damage that you take by 3. This damage reduction is applied after you calculate resistance. This damage reduction increases to 4 at 9th level and 5 at 16th level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fury.&#039;&#039;&#039; You sharpen the mindless anger of a normal rage to focus your anger to a sharpened point. You gain Resistance to Poison, Acid, and Necrotic damage, as your fury burns corrupting forces from your body. Additionally, your additional rage damage is equal to double your Proficiency bonus, instead of your Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Joy.&#039;&#039;&#039; You are overtaken by giddy excitement in the rush of battle. You gain resistance to Force, Fire, and Lightning damage, as your own energy burns as hot as magical force. Additionally, your movement speed increases by 5 feet. This additional movement speed increases to 10 feet at 9th level and to 15 feet at 16th level. This movement speed is in addition to the movement speed increase granted by Fast Movement.&lt;br /&gt;
&lt;br /&gt;
==== Ardent Strikes ====&lt;br /&gt;
Starting at 6th level, the emotional energy within you begins to suffuse your weapons. While you are raging and in an Emotional State, you may cause any weapon attacks you make to deal one of the damage types that your chosen Emotional State grants you resistance to, rather than the weapon’s usual damage.&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2.&lt;br /&gt;
&lt;br /&gt;
==== Drain Passion ====&lt;br /&gt;
At 10th level, you gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions spell and use your Constitution for your spellcasting ability&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast this spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
When you enter an Emotional State, you can cast this spell as part of the same bonus action, expending one use of this ability. You can not lose concentration on this spell due to entering your rage. However, you can still lose concentration by other methods, such as failing a saving throw to maintain concentration or becoming incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
Starting at 14th level, you can release your pent-up emotions in a single burst. When you hit with an attack affected by your Ardent Strikes ability, you can choose to immediately end your rage. If you do so, the attack immediately deals an additional 3d12 damage of the chosen damage type.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have used this ability, you cannot enter the Emotional State that you were in when you used this ability until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Ravenous Warriors ==&lt;br /&gt;
Some who walk the path of boundless rage gain an eternal and endless hunger. This hunger. fuels them, but to compensate, their appetites grow, consuming foes even on the battlefield. These are the Barbarians who walk the Path of Ravenous Warriors&lt;br /&gt;
&lt;br /&gt;
==== Bottomless Stomach ====&lt;br /&gt;
At 3rd level, your body is used to a constant hunger. For every level of Exhaustion you have, you subtract half that much (rounded down) from any Attack Roll, Ability Check, or Saving Throw you make, rather then subtract that must. Additionally, while raging, you are immune to the effects of exhaustion, and finishing a Long Rest removes two levels of exhaustion.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
You gain Proficiency with Cook&#039;s Utensils. Additionally while raging, if you hit on a weapon attack roll, you can gain one level of exhaustion, spending a massive reserve of your energy, to choose one of the following effects:&lt;br /&gt;
*If the creature you hit is Large or smaller, it falls prone and is pushed 10ft in a direction of your choice.&lt;br /&gt;
*You recover Hit Points equal to half the damage your dealt by your attack.&lt;br /&gt;
*For this attack you ignore the target&#039;s damage resistances.&lt;br /&gt;
*You immediately make two additional attacks, targeting two creatures which you haven&#039;t attacked this turn.&lt;br /&gt;
&lt;br /&gt;
==== Breakfast ====&lt;br /&gt;
At 6th level, you’ve learned how to cook meals that give you an edge in battle. If you spend one hour cooking, you may expend a Hit Die to create a meal that can be eaten as an action, removing one level of exhaustion once eaten. A meal gives one of the following benefits, chosen when made. Its additional benefits last for six hours, or until you eat another one of these meals. &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Medicinal.&#039;&#039;&#039; Whenever you take Poison damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the Poison condition&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Spicy.&#039;&#039;&#039; Whenever you take Cold damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme cold.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chilled.&#039;&#039;&#039; Whenever you take Fire damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme heat.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Filling.&#039;&#039;&#039; You gain Temporary Hit Points equal to your level. You also have advantage on Constitution Checks and Saving Throws.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you create a meal this way, you create a number of portions equal to your Wisdom Modifier + your Proficiency Bonus. They spoil after a number of hours equal to your Wisdom Modifier.&lt;br /&gt;
&lt;br /&gt;
==== Lunch ====&lt;br /&gt;
Starting at 10th level, the pit of hunger in your stomach grants you a terrible power. If you have four or more levels of exhaustion while raging, you gain Consume as a Melee Weapon Attack, dealing 2d12 Piercing Damage. On a hit, the target then makes a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus, on a failure, the target gains a level of exhaustion, and you lose a level of exhaustion.&amp;lt;br&amp;gt;&lt;br /&gt;
If you reduce a creature to 0 Hit Points, your Strength and Constitution scores increase by 2 until the end of your Rage, up to a maximum of 28.&lt;br /&gt;
&lt;br /&gt;
==== Dinner ====&lt;br /&gt;
At 14th level, you can replicate the effects of a 1st level Absorb Elements spell at will, however, you can use it with the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, and thunder. The somatic components for this effect are chewing and swallowing, and you do not need a free hand to use it.&lt;br /&gt;
&lt;br /&gt;
== Path of Storm Heralds ==&lt;br /&gt;
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.&lt;br /&gt;
&lt;br /&gt;
==== Storm Aura ====&lt;br /&gt;
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.&lt;br /&gt;
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.&lt;br /&gt;
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; When this effect is activated, all other creatures of your choice in your aura take 1d4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target cannot take bonus actions until the start of your next turn and takes 1d6 lightning damage on a failed save and half as much damage on a successful one and can take bonus actions. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; When this effect is activated, each creature of your choice in your aura gains 1d4 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
&lt;br /&gt;
==== Storm Soul ====&lt;br /&gt;
At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; You gain resistance to fire damage, and you don’t suffer the effects of extreme heat. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet, or increase your swimming speed by 10ft if you already have one.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; You gain resistance to cold damage, and you don’t suffer the effects of extreme cold. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.&lt;br /&gt;
&lt;br /&gt;
==== Shielding Storm ====&lt;br /&gt;
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.&lt;br /&gt;
&lt;br /&gt;
==== Raging Storm ====&lt;br /&gt;
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.&lt;br /&gt;
&lt;br /&gt;
== Path of Strikers ==&lt;br /&gt;
Strikers harness the primordial power of the storm to wreak havoc upon their foes, through stealing their sight, their movement, or simply crushing them before they have the chance to act at all. They are a unique type of defender for their allies, their protection being somewhat a byproduct of the sheer devastation they inflict upon the enemy. They are not simply a conduit for the wrath of the storm, though, but instead wield it with thought and practice, shaping it into devastating strikes and unique abilities some would almost comparable to spellcraft, mimicing the sometimes unpredictable and sudden wrath of a tempest, changing these abilites like the weather with the seasons. Though they may seem dangerous and collateral-prone, Strikers are mindful to shape their lightning around and away from their allies, diffusing it through a combination of sheer will and practiced talent.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Striker could develop their powers in a number of ways. Some may be from a long lineage of Strikers, or were caught in a freak magical storm and left with some of that residual energy. However you came to be a Striker, you embody chaos and control in equal measure, proving that the best defense is an overwhelming offense.&lt;br /&gt;
&lt;br /&gt;
==== Titan ====&lt;br /&gt;
At 3rd level, you find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal Lightning Damage equal to 1d6 + your Strength Modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.&lt;br /&gt;
Additionally, you gain Proficiency and Expertise in Athletics.&lt;br /&gt;
&lt;br /&gt;
==== Fists of Havoc ====&lt;br /&gt;
Also at 3rd level, your rages are empowered by your thunderous might. While raging, you gain the following benefits:&lt;br /&gt;
*You gain Resistance to Lightning Damage.&lt;br /&gt;
*Your jump heights and distances are doubled.&lt;br /&gt;
*Whenever you grapple or shove a creature, it takes Lightning damage equal to 1d4+ your Proficiency Bonus.&lt;br /&gt;
*As a part of the bonus action to Rage, and as a bonus action during your Rage, you may make one Unarmed Strike attack.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Arsenal ====&lt;br /&gt;
At 6th level, your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of the class description.&lt;br /&gt;
You may change one or both of these abilities to another from the same list at the end of a a long rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
A Reach or Strike can be used in place of any unarmed strike attack you would make during your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You have advantage on any saving throws and take half damage from your Reach effects, and are immune to them while raging.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Reach and Strike abilities use your Arsenal DC in many places. This DC is equal to (8 + your proficiency bonus + your Constiution modifier)&lt;br /&gt;
&lt;br /&gt;
==== Trample ====&lt;br /&gt;
At 10th level, nothing alive or otherwise can stop the storming force that you’ve become.&lt;br /&gt;
Lightning damage you deal ignores resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your unarmed strikes deal an additional 1d4 Lightning damage, and deal double damage to structures and objects.&lt;br /&gt;
&lt;br /&gt;
==== Thundercrash ====&lt;br /&gt;
At 14th level, you have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You have also mastered the ultimate Striker technique; The Thundercrash.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can give yourself a Flying Speed of 150ft until the end of your turn. Once you begin moving, you cannot take any other actions or reactions until your flying movement is exhausted. If you stop moving at any point while using this fly speed, any of your remaining fly speed from this ability is exhausted.&amp;lt;br&amp;gt;&lt;br /&gt;
You can pass through the space of hostile creatures while you have this flight, treating that space as difficult terrain. The first time you pass through a hostile creature’s space during this movement, they take Lightning Damage equal to 2d6 + double your Proficiency Bonus. If you end the movement in the air, you float harmlessly down to the ground at a rate of 30 feet per second.&amp;lt;br&amp;gt;&lt;br /&gt;
If you end the movement touching a surface, you create a devastating shockwave, and all hostile creatures within a 30 foot cube of the impact must make a Dexterity saving throw against your Arsenal DC, or take 4d6 Lightning and 4d6 Thunder damage, and are knocked prone and blinded. On a successful save, they take half damage and are only knocked prone or blinded (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
For one minute after your Thundercrash, any hostile creatures that ends their turn within 30 feet of the impact point need to make a dexterity saving throw, or take 2d6 Lightning Damage on a failure, and half as much on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this ability, you must finish a long rest before you can use it again.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Reach ====&lt;br /&gt;
All Reaches are considered simple thrown weapons, with which you are proficient. They have a range of 30/40ft.&amp;lt;br&amp;gt;&lt;br /&gt;
They appear as Tiny objects, whose appearance you choose.&amp;lt;br&amp;gt;&lt;br /&gt;
They are summoned to your hand when you choose to attack with them, and dissapear in a small shower of sparks as soon as their effects conclude, or if they exit their range.&lt;br /&gt;
If you miss an attack roll with a Reach, it will fly past the target of the attack, until it hits another creature or surface, or exits its range.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thunderclap Reach.&#039;&#039;&#039; This reach sticks to any creature or surface it hits, and faces back towards you. As soon as it hits a surface or creature, and at the start of your next turn, all creatures of your choice within a 15 foot cone out from the surface or creature this Reach hits must make a Dexterity Saving Throw against your Arsenal DC. They take 3d6+ your Rage damage bonus in lightning damage on a fail, or half as much on a save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Blinding Reach.&#039;&#039;&#039; As soon as this Reach impacts a creature or surface, all creatures of your choice within a 15 foot cube take lightning damage equal to your Rage damage bonus, and need to make a Constitution Saving Throw against your Arsenal DC, or be blinded until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pulsing Reach.&#039;&#039;&#039; As soon as a this reach impacts a creature or surface, all creatures of your choice within a 15 foot cube need to make a Strength Saving Throw against your Arsenal DC, or take 1d6+ your Rage damage bonus in Lightning damage, and be knocked prone. On a save, a creature takes half damage and is not knocked prone.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Strike ====&lt;br /&gt;
&#039;&#039;&#039;Seismic Strike.&#039;&#039;&#039; When you take the Dash action, you can run directly into a creature, and make an unarmed strike attack (no action required). If the attack hits, deal extra lightning damage equal to your rage damage bonus, and the creature must make a Constitution Saving Throw against your Arsenal DC, or be Deafened until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ballistic Strike.&#039;&#039;&#039; When you are at least 10 feet in the air, choose a point you can see on the ground. This point can be an equal distance away from how high in the air you are, to a maximum of (10 x your barbarian level). You slam down to that point, taking no fall damage, and you then make an unarmed strike attack against all creatures of your choice within 5 feet of the impact. If an attack hits, it deals extra lightning damage equal to your Rage damage bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaining Strike.&#039;&#039;&#039; When you hit a creature with a melee attack that deals any Lightning damage, a number of other creatures of your choice within 10 feet, up to a number equal to your proficiency bonus, take Lightning damage equal to 1d4 + double your Proficiency Bonus damage bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Subjugators ==&lt;br /&gt;
Those who follow this path grant no mercy and ask for none. Weakness is seen as consent to be crushed by the strong. Those that are conquered are expected to serve not only in life, but also in death.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no great numbers of tribes that follow this path, for the path of the one who would rule the dead is a path made alone, save for the wailing that follows them.&lt;br /&gt;
&lt;br /&gt;
==== Grisly Treasure ====&lt;br /&gt;
At 3rd level, you draw strength from your foes. Beasts and Monstrosities killed by you or your allies can be looted for a trophy if it was killed in a combat you took part in.&amp;lt;br&amp;gt;&lt;br /&gt;
Trophies usually take the form of a body part or a notable item belonging to your enemy and must be displayed openly on your person to benefit you. This can take many forms, such as tying small bones to your clothing, wearing or wielding a notable item belonging to an enemy, or even crafting an item from their corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of trophies equal to your proficiency bonus and taking a new trophy causes the trophy of the lowest CR creature you bear to crumble to dust and be destroyed.&lt;br /&gt;
You cannot take more than one trophy from a single enemy for use with the features of this path.&lt;br /&gt;
&lt;br /&gt;
==== Savage Lore ====&lt;br /&gt;
At 3rd level, you can summon the spirit of your fallen foe. As an Action, you hold forth a creature&#039;s trophy to summon its shade to an unoccupied space you can see within 30 feet of you.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade has the same appearance and statistics that the creature had in life, but it is translucent and has gray tone to it.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade can only obey simple commands such as guarding a location, or following an ally.&amp;lt;br&amp;gt;&lt;br /&gt;
In combat, the shade disregards commands, mindlessly pursuing the closest enemy, making a single attack against that enemy at the end of your turn. The shade&#039;s attacks deal Psychic Damage and use the statistics of the creature it&#039;s based off of.&lt;br /&gt;
The shade disappears if it&#039;s reduced to 0 hit points, you summon another shade, or after it makes a number of attacks equal to your proficiency bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When a shade disappears, the trophy that was used to summon it crumbles to dust and is destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Grim Countenance ====&lt;br /&gt;
At 6th level, while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.&amp;lt;br&amp;gt;&lt;br /&gt;
While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the area of vanquished souls it must succeed a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier, on a failure the target is Slowed and Frightened of you until the end of your Next turn, also the target takes Psychic Damage equal to the Proficiency Bonus of the highest CR creature who&#039;s trophy you bear.&lt;br /&gt;
&lt;br /&gt;
==== Primal Sovereignty ====&lt;br /&gt;
By 10th level, your dominance over the dead is implacable.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Grisly Treasure feature now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the Speak With Dead spell and perceive you as an ally, though you can still only ask 5 questions.&lt;br /&gt;
In addition, you can now use a Bonus Action to precisely direct a shade&#039;s movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding legendary, mythic, villain, and lair actions.&lt;br /&gt;
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Dread Knowledge ====&lt;br /&gt;
At 14th level, you can call upon the greater powers that your enemies possessed in life.&amp;lt;br&amp;gt;&lt;br /&gt;
As an action, you hold forth a trophy to absorb the spirit held within it.&amp;lt;br&amp;gt;&lt;br /&gt;
As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently upon the battlefield it disappears and is drawn into yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
As part of the action you use to absorb the spirit, and on subsequent turns as an action, you may use any single action, legendary action, or spell that was available to the creature that the spirit was in life. This state persists until you use that creature&#039;s action or use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you absorb a spirit, you can&#039;t do so again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Totem Warriors ==&lt;br /&gt;
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.&lt;br /&gt;
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Seeker ====&lt;br /&gt;
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals.&lt;br /&gt;
&lt;br /&gt;
==== Totem Spirit ====&lt;br /&gt;
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, you have advantage on saving throws to resist spells and magical effects. In addition, you gain the benefits of your Danger Sense feature even when you are blinded or deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While you are raging and aren&#039;t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, you can, as a Bonus Action, regain hit points equal to half your barbarian level. If you take fire damage, you cannot use this trait until the end of your next turn. The spirit of the hydra makes you incredibly tenacious in combat.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While raging, you have resistance to psychic damage. In addition, you have advantage on saving throws to see past illusions and resist being charmed. The spirit of the sphinx makes your mind impenetrably sharp.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.&lt;br /&gt;
&lt;br /&gt;
==== Aspect of the Beast ====&lt;br /&gt;
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; You gain the magical senses of a chimera. You can cast Detect Magic, but only as a ritual. Additionally, you gain proficiency in Arcana.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; You gain the relentless endurance of a hydra. As an action, you can reduce your exhaustion level by 1. You can use this action once per long rest. The hydra’s spirit grants you the strength to persevere through the most difficult of circumstances.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039;you are immune to any effect that would sense your emotions, read your thoughts, or magically discern your location. In addition, when you make a Charisma (Deception) check, if the roll on the d20 is lower than your Constitution Score, you can increase your roll to be equal to that score. The spirit of the sphinx makes you proud and imperious.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Walker ====&lt;br /&gt;
At 10th level, you can cast the Commune With Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.&lt;br /&gt;
&lt;br /&gt;
==== Totemic Attunement ====&lt;br /&gt;
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, if you are targeted by a spell, you can use your reaction to immediately move up to your speed. If you end your movement within 5 feet of the caster, the caster must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or the spell is interrupted and the caster takes Bludgeoning Damage equal to 1d12 + your Strength modifier. On a successful save, the spell is not interrupted and the caster takes half damage.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, if you attack at least two different creatures when you take the Attack action, you can make one additional melee weapon attack as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While you are raging, you can use your action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.&lt;br /&gt;
&lt;br /&gt;
== Path of Wild Magic ==&lt;br /&gt;
As folk of deep feeling, barbarians are especially susceptible to wild, fey influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.&lt;br /&gt;
&lt;br /&gt;
==== Magic Awareness ====&lt;br /&gt;
At 3rd level you can open your awareness to the presence of concentrated magic. As an action, until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Wild Surge ====&lt;br /&gt;
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. You can also use a Bonus Action while raging to roll on the table again, replacing the previous effect. All of these effects end when you finish raging. If the effect requires a saving throw or ability check, the DC equals 8 + your Proficiency Bonus + your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wild Magic&lt;br /&gt;
|-&lt;br /&gt;
! d100 !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || You Explode, cast Fireball at 3rd level centered on yourself using Constitution as your spellcasting modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || When a creature within 60ft you take damage, all creatures within 60ft take the same amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || A 30ft cube of ice materializes centered on you, Creatures within begin suffocating and take 1d6 Cold damage at the start of their turn. The Cube has an AC of 5 and a number of Hit Points equal to 5 times your Constitution Modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 7-8 || A black hole opens in your chest, all creatures within 60ft of you must make a Strength saving throw or be pulled 30ft towards you. You must make a Dexterity saving throw or take 1d10 bludgeoning damage at the start of your turn as you are pelted by debris.&lt;br /&gt;
|-&lt;br /&gt;
| 9-10 || Hundreds or arms grow out of your back grasping at nearby creatures. At the start of each of your turns, you attempt to grapple each creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 11-12 || Your body begins emanating inky magical darkness, all creatures within 10ft of you are Blinded.&lt;br /&gt;
|-&lt;br /&gt;
| 13-14 || Animated chains rise out of the floor, all creatures within 30ft of you must&lt;br /&gt;
make a Strength saving throw or be Restrained by the chains. A creature restrained by the chains can use its action to make a Strength (Athletics). On a success, the creature is no longer Restrained&lt;br /&gt;
|-&lt;br /&gt;
| 15-16 || The floor within 60ft of you turns to knee deep custard, any creature that did not move at least 10ft on its turn is restrained and must make a Strength Saving throw at the start of each of its turns to move again.&lt;br /&gt;
|-&lt;br /&gt;
| 17-18 || At the start of each of your turns, you cast the Sleep spell centered on yourself with your Current hit points being the number of Hit Points effected.&lt;br /&gt;
|-&lt;br /&gt;
| 19-20 || A 30ft snowstorm centered on you whips up, each creature apart from you in that area must make a DC 10 Constitution saving throw or suffer Exhaustion 1. the area is also heavily obscured.&lt;br /&gt;
|-&lt;br /&gt;
| 21-22 || Ball bearings spill out of your clothing in a 60ft Radius at the start of each of your turns, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. These ball bearings magically disappear at the end of your turn.&lt;br /&gt;
|-&lt;br /&gt;
| 23-24 || all creatures within 60 ft of you have their legs replaced with the bottom of random chess pieces and can only move like those pieces. This affect end when your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 25-26 || You and all creatures within 15ft of you are reduced to the physique of a child, your speed, damage, and Armor class are halved, and all checks are made at disadvantage.&lt;br /&gt;
|-&lt;br /&gt;
| 27-28 || Your bones vanish, you are immune to bludgeoning damage but automatically fail all strength checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 29-30 || You become stone, you are immune to piercing damage but automatically fail all dexterity checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 31-32 || You turn into translucent jelly, you are immune to slashing damage but automatically fail any constitution checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 33-34 || You legs are replaced by a slugs foot, your speed is reduced to 10 ft and you can walk vertically and upsides down on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 35-36 || Your arms are replaced by fins, you can not hold items and you gain a swim speed equal to double your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
| 37-38 || You grow gills, losing the ability to breath air and gain water breathing, you can also spit a 10ft cone of viscous goo as a bonus action, creatures caught in the cone must make a dexterity saving throw or take 4d4 acid damage.&lt;br /&gt;
|-&lt;br /&gt;
| 39-40 || Your eyes are replaced with compound eyes, you can&lt;br /&gt;
not be flanked but you have disadvantage on all perception checks that rely on&lt;br /&gt;
sight.&lt;br /&gt;
|-&lt;br /&gt;
| 41-42 || You grow a second head, gaining advantage on Intelligence and Wisdom saving throws as well as perception checks, but creatures attacking you have their crit range doubled.&lt;br /&gt;
|-&lt;br /&gt;
| 43-44 || All creatures that start their turn within 60ft of you randomly switch places with another creature within the same radius.&lt;br /&gt;
|-&lt;br /&gt;
| 45-46 || The ground around you for 20 ft becomes semi-fluid like a waterbed, becoming difficult terrain.&lt;br /&gt;
|-&lt;br /&gt;
| 47-48 || At the start of each of your turns, a pit of lava opens up in a random space within 5ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 49-50 || Reroll, keep the previous effect as well as the next one you roll.&lt;br /&gt;
|-&lt;br /&gt;
| 51-52 || Gravity within 120ft of you is turned 90 degrees in a random direction until your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 53-54 || All sound ceases in a 20 ft radius cantered on you.&lt;br /&gt;
|-&lt;br /&gt;
| 55-56 || Creatures you deal damage to drop an amount of Silver Pieces equal to the amount of damage you dealt.&lt;br /&gt;
|-&lt;br /&gt;
| 57-58 || As a bonus action you can make a ranged weapon attack using your Constitution, if you hit you can alter the cut, style and color of the clothes of the target.&lt;br /&gt;
|-&lt;br /&gt;
| 59-60 || The light within 20ft of you takes on a deep red hue and a choir stars singing, granting you advantage on intimidation checks.&lt;br /&gt;
|-&lt;br /&gt;
| 61-62 || You can summon custard pies out of thin air and make a ranged attack, if you hit the creature has disadvantage on charisma checks.&lt;br /&gt;
|-&lt;br /&gt;
| 63-64 || Enemies are randomly attached together in pair until no more pairs can be made, they are attached by rubber bands that pull them 5ft closer to each other each at the start of their turns and will not allow them to be more than 20ft away from each other.&lt;br /&gt;
|-&lt;br /&gt;
| 65-66 || Each action you take is accompanied by musical cue’s and sound effects that can be heard up to 60ft away.&lt;br /&gt;
|-&lt;br /&gt;
| 67-68 || While raging, you cast Vicious Mockery at the start of each of your turns targeting a random creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 69-70 || At the start of each of your turns, a cow drops from the sky at a random location within 10ft of you. a creature in that space must make a Dexterity Saving Throw, or takes 2d10 Bludgeoning Damage and be knocked prone.&lt;br /&gt;
|-&lt;br /&gt;
| 71-72 || Your legs turn into Springs allowing you to jump in any direction up to your full movement.&lt;br /&gt;
|-&lt;br /&gt;
| 73-74 || Your arms become long noodles causing your reach to increase by 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 75-76 || Your hair grows and becomes prehensile, you can use it to make grapple attacks as a bonus action with a range of 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 77-78 || Your torso can spin like a propeller allowing you to make a single attack against all targets within 5ft as an action.&lt;br /&gt;
|-&lt;br /&gt;
| 79-80 || Your body melts and becomes bright pink slime, you are considered amorphous,&lt;br /&gt;
able to move through spaces 1 inch wide without squeezing. You are immune to&lt;br /&gt;
grappling and prone.&lt;br /&gt;
|-&lt;br /&gt;
| 81-82 || Your body grows battlements and arrow slits as well as an army of tiny soldiers. On initiative count 20 the soldiers inside fire two tiny catapults&lt;br /&gt;
at your enemies using Constitution with a range of 40ft dealing 1d6 Piercing Damage + your Rage Damage and shoot a volley of arrows in. 10ft Cone forcing creatures to make a Dexterity Saving Throw, or take 1d4 times your Proficiency Bonus on a failed saving throw, and half as much on a successful save.&lt;br /&gt;
|-&lt;br /&gt;
| 83-84 || You can create at infinite amount of silk rope by pulling it out of your sleeve.&lt;br /&gt;
|-&lt;br /&gt;
| 85-86 || At the start of each of your turns, you can Minute Meteors centered on yourself, using Constitution for your spellcasting ability.&lt;br /&gt;
|-&lt;br /&gt;
| 87-88 || You grow feathered wings that grant you a Flying Speed equal to two times your Walking Speed.&lt;br /&gt;
|-&lt;br /&gt;
| 89-90 || You grow a Star-nosed mole’s nose and gain Tremorsense out to a range of 120ft.&lt;br /&gt;
|-&lt;br /&gt;
| 91-92 || Your skeleton becomes adamant and you become immune to critical hits.&lt;br /&gt;
|-&lt;br /&gt;
| 93-94 || You cast the lightning a Lightning Bolt spell at the start of each of your turns using Constitution as your spellcasting modifier in a random direction also targeting yourself.&lt;br /&gt;
|-&lt;br /&gt;
| 95-96 || Your weapon becomes an energy weapon that makes a loud humming noise and deals an additional 2d6 radiant damage.&lt;br /&gt;
|-&lt;br /&gt;
| 97-98 || You can teleport 60ft to space you can see as a bonus action.&lt;br /&gt;
|-&lt;br /&gt;
| 99-100 || You are surrounded by a burning golden aura. Your Strength, Constitution and Dexterity modifier, as well as your speed, is doubled for the duration of your rage. You also gain Temporary Hit Points equal to 1d12 + your constitution modifier at the start of your turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Magic ====&lt;br /&gt;
Starting at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:&lt;br /&gt;
For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.&lt;br /&gt;
Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.&lt;br /&gt;
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Unstable Backlash ====&lt;br /&gt;
At 10th level, 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.&lt;br /&gt;
&lt;br /&gt;
==== Controlled Surge ====&lt;br /&gt;
At 14th level, you gain masterful control over your surges. Instead of rolling once on the Wild Magic Table, you roll three times and choose any number of the rolled effects.&lt;br /&gt;
&lt;br /&gt;
== Path of Zealots ==&lt;br /&gt;
These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.&lt;br /&gt;
&lt;br /&gt;
==== Divine Fury ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.&lt;br /&gt;
&lt;br /&gt;
==== Warrior of the Three ====&lt;br /&gt;
At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.&lt;br /&gt;
&lt;br /&gt;
==== Zelous Presence ====&lt;br /&gt;
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Rage Beyond Death ====&lt;br /&gt;
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.&amp;lt;br&amp;gt;&lt;br /&gt;
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.&lt;br /&gt;
&lt;br /&gt;
= Changes =&lt;br /&gt;
&lt;br /&gt;
==== Short Rests ====&lt;br /&gt;
Anything that recharges once on a short rest, instead recharges Proficiency Bonus number of times per long rest.&lt;br /&gt;
&lt;br /&gt;
=== Core Class ===&lt;br /&gt;
&lt;br /&gt;
==== Starting Equipment ====&lt;br /&gt;
Greataxe or Melee Martial Weapon | Any Simple or Martial Melee Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Two Handaxes or 1 Simple Weapon | Two Simple Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&#039;s Pack | Equipment Pack&amp;lt;br&amp;gt;&lt;br /&gt;
Four Javelins | Five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Additional Rage Damage ====&lt;br /&gt;
Changed Rage Damage to be based on Proficiency Bonus (+2, 1-4th. +3, 5-8th. +4, 9-12th. +5, 13-16th. +6, 17-20th), rather then seemingly arbitrary bonuses (+2, 1-8th. +3, 9-15. +4, 16-20th), this results in an average Rage Damage increase of +1.65, and with a singular extra attack, a +3.3 DPR increase (+4.95 DPR if duel wielding or Path of Berserkers, and +6.6 if duel wielding and Path of Berserkers)&lt;br /&gt;
&lt;br /&gt;
==== Rage Uses ====&lt;br /&gt;
Rage uses are based on Proficiency Bonus, rather then arbitrary amounts, also based on long rests versus short rests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PB Based&#039;&#039;&#039; 2 uses, 1-4th. 3 uses, 5-8th. 4 uses, 9-12th. 5 uses, 13-16th. 6 uses, 17-20th, per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arbitrary Based&#039;&#039;&#039; 2 uses, 1-3rd. 3 uses, 4-5th. 4 uses, 6-11th. 5 uses, 12-16th. 6 uses, 17-20th, per short or long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
On average this is less rages (+0.25 rages), and you lose the short rest regeneration.&lt;br /&gt;
&lt;br /&gt;
==== Feature Changes ====&lt;br /&gt;
Extra Attack now scales if you have more copies of the feature and reach certain levels (2 copies at 11th level, 3 copies at 20th level)&amp;lt;br&amp;gt;&lt;br /&gt;
Feral Instinct changed from &amp;quot;you ignore surprise if the first thing you do is rage&amp;quot; to &amp;quot;you can&#039;t be surprised&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Relentless Rage now allows you to try resist Critical hits.&lt;br /&gt;
&lt;br /&gt;
==== Added Features ====&lt;br /&gt;
Primal Knowledge at 3rd and 10th level&amp;lt;br&amp;gt;&lt;br /&gt;
Resolute Will at 13th level&amp;lt;br&amp;gt;&lt;br /&gt;
Gifted Strength at 15th level&amp;lt;br&amp;gt;&lt;br /&gt;
Shared Strength at 17th level&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subclasses ===&lt;br /&gt;
&lt;br /&gt;
==== Subclass Changes ====&lt;br /&gt;
Added the Chimera, Hydra, and Sphinx as options for Path of Totem Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Completely reworked Path of Battlerager&lt;br /&gt;
&lt;br /&gt;
==== Added Subclasses ====&lt;br /&gt;
Added Path of Crucibles&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Giants&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Glaciers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Impulse&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Ravenous Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Strikers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Subjugators&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Wrestlers&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1456</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1456"/>
		<updated>2022-11-09T18:38:42Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Spiked Retribution */Fixed typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Barbarian =&lt;br /&gt;
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.&amp;lt;br&amp;gt;&lt;br /&gt;
A hobgoblin snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.&amp;lt;br&amp;gt;&lt;br /&gt;
Frothing at the mouth, a dwarf slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.&amp;lt;br&amp;gt;&lt;br /&gt;
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.&amp;lt;br&amp;gt;&lt;br /&gt;
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Rage, Unarmored Defense || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Reckless Attack, Danger Sense || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Primal Path, Primal Knowledge || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Extra Attack, Fast Movement || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Primal Path Feature || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || Feral Instinct, Instinctive Pounce || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || Brutal Critical (2 Times), Resolute Will || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Primal Path Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Relentless Rage || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || Brutal Critical (3 Times), Stored Strength || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Primal Path Feature || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || Persistent Rage, Gifted Strength || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || Brutal Critical (4 Times), Shared Strength || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Indomitable Might || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Primal Champion || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d12 per Barbarian Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 12 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d12 (or 7) + your Constitution Modifier per Barbarian Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, and Shields&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Constitution.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; One Simple or Martial Melee Weapon, two Simple Weapons, one Equipment Pack, and five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
At 1st level you can enter a state of mindless, focused, flow, often channeled as rage and wrath. On your turn you can enter Rage as a Bonus Action, if you aren’t wearing Heavy Armor, you gain the following benefits.&lt;br /&gt;
*You have advantage on Strength Checks and Saving Throws&lt;br /&gt;
*You make an attack with a weapon using Strength you gain a bonus to damage equal to your Proficiency Bonus&lt;br /&gt;
*You have Resistance to Bludgeoning, Piercing, and Slashing Damage&lt;br /&gt;
You cannot cast Spells or Concentrate on effects while Raging. Your Rage lasts for 1 minute, but ends early if you fall Unconscious or end your turn without performing an attack or if you haven’t been attacked since the end of your turn. You can also end it early as a Free Action. You can use this feature a number of times equal to your Proficiency Bonus, retaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
Also starting at 1st level, while you are not wearing armor, you have an Armor Class of 10 + Your Dexterity Modifier + Your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you gain the ability to abandon defense to effectively harm your foes. When you make an attack with a weapon using Strength on your turn, you can choose to gain advantage on that attack and all future attacks that use Strength that you make on your turn, but all attack rolls against you have advantage until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have advantage on Dexterity Saving Throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be Blinded, Deafened, or Incapacitated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 3rd level you gain one of the following Proficiencies, or another Proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
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 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
At 5th level you can perform an additional attack as part of the Attack action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.&lt;br /&gt;
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==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your Speed increases by 10 feet while you aren’t wearing Heavy Armor.&lt;br /&gt;
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==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls and cannot be surprised.&lt;br /&gt;
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==== Instinctive Pounce ====&lt;br /&gt;
Also at 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.&lt;br /&gt;
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==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, deal 2 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 3 times the max damage at 13th level and 4 times the max damage at 17th level.&lt;br /&gt;
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==== Resolute Will ====&lt;br /&gt;
Also at 9th level, you gain the ability to use your resolute well of power to improve your day to day activities. When you make a skill check, you can expend a hit die to add a d12 to the roll. You can add this bonus before or after you make the roll, but before the DM says whether or not you succeed,&lt;br /&gt;
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==== Primal Knowledge ====&lt;br /&gt;
When you reach 10th level you gain one of the following proficiencies, or another proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
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==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&amp;lt;br&amp;gt;&lt;br /&gt;
If you suffer a critical hit while you’re raging, you can make a Constitution Saving Throw. If you succeed, the attack becomes a normal hit instead.&amp;lt;br&amp;gt;&lt;br /&gt;
This Constitution Saving Throw has a DC of 10 which increases by 5 each time you use this feature. When you finish a long rest, the DC resets to 10.&lt;br /&gt;
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==== Brutal Critical ====&lt;br /&gt;
At 13th level, you deal 3 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 4 times the max damage at 17th level.&lt;br /&gt;
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==== Stored Strength ====&lt;br /&gt;
Also at 13th level, you gain the ability to recover long-term vitality by sacrificing temporary health. As a bonus action, you can reduce your current hit points by 5. If you do, you recover a hit die.&lt;br /&gt;
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==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
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==== Gifted Strength ====&lt;br /&gt;
Also at 15th level, you gain the ability to invite others into your strength. As a bonus action, you can touch a creature including yourself and expend a Hit Die. The target creature gains one of the following effects you choose:&amp;lt;br&amp;gt;&lt;br /&gt;
*The target heals a number of Hit Points equal to your Constitution Modifier&lt;br /&gt;
*The target gains Resistance to a type of damage of your choice for 1 minute&lt;br /&gt;
*The target gains a Climbing Speed or Swimming Speed equal to your Walking Speed for 1 hour.&lt;br /&gt;
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==== Brutal Critical ====&lt;br /&gt;
At 17th level, you deal 4 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Shared Strength ==== &lt;br /&gt;
Also at 17th level, when you hit on an attack roll, you can expend a hit dice to heal up to two other creatures within 15ft of you a number of hit points equal to 1 roll of the hit dice you expended + your Constitution Modifier (minimum 1).&lt;br /&gt;
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==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
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==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
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= Primal Paths =&lt;br /&gt;
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== Path of Ancestral Guardians ==&lt;br /&gt;
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.&lt;br /&gt;
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==== Ancestral Protectors ====&lt;br /&gt;
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, causing them to surround and harass that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the start of your next turn, that creature has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.&lt;br /&gt;
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==== Spirit Shield ====&lt;br /&gt;
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.&lt;br /&gt;
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==== Consult the Spirits ====&lt;br /&gt;
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast either spell in this way a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
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==== Vengeful Ancestors ====&lt;br /&gt;
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.&lt;br /&gt;
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== Path of Battleragers ==&lt;br /&gt;
Barbarians who embody pure chaos and rage often become Battlerager barbarians. They use special spiked armor to grab their foes in combat and harm them by being in pure proximity to you. &lt;br /&gt;
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==== Imbue Spikes ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to transform a set of medium armor into Spike Armor. When you finish a long rest you can touch a set of medium armor, it magically grows spikes and becomes Spike Armor, which has an AC of 14 + Dexterity Modifier (max 2).&amp;lt;br&amp;gt;&lt;br /&gt;
If the set of medium armor was magical in any way, that benefit is transferred to your Spike Armor.&lt;br /&gt;
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==== Battlerager Armor ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
While you are wearing spiked armor, you gain spikes which deals 1d8 Piercing Damage and can be used as an unarmed attack.&lt;br /&gt;
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==== Grappling Spikes ====&lt;br /&gt;
Also at 3rd level, you learn better how to use your spikes to grapple creatures. While raging, if you grapple a creature, you deal Piercing Damage to the target equal to your Strength Modifier. At the start of each of the creature&#039;s turns, it takes this Damage again if it is still grappled and you are still raging.&lt;br /&gt;
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==== Reckless Abandon ====&lt;br /&gt;
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.&lt;br /&gt;
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==== Battlerager Charge ====&lt;br /&gt;
Also at 6th level, your pure raging chaos quickens your stride. Your speed increases by 10ft, and you can take the Dash action as a bonus action.&lt;br /&gt;
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==== Vice Grip ====&lt;br /&gt;
At 10th level, you become a natural at grappling creatures. Whenever you take the Attack Action, you can also attempt to grapple a creature as part of that action.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, you are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger then you.&lt;br /&gt;
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==== Spiked Retribution ====&lt;br /&gt;
At 14th level, when a creature enters a space within 5ft of you, or a creature within 5ft of you takes an action or bonus action, you can cause that creature to take Piercing Damage equal to your Proficiency Bonus.&lt;br /&gt;
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== Path of Beasts ==&lt;br /&gt;
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations.&lt;br /&gt;
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==== Form of the Beast ====&lt;br /&gt;
Starting at 3rd level when you choose this subclass, 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 modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage:&lt;br /&gt;
*&#039;&#039;&#039;Bite.&#039;&#039;&#039; Your mouth transforms into a bestial muzzle or great mandibles. 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 proficiency bonus, provided you have less than half your hit points when you hit.&lt;br /&gt;
*&#039;&#039;&#039;Claws.&#039;&#039;&#039; Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. 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.&lt;br /&gt;
*&#039;&#039;&#039;Tail.&#039;&#039;&#039; You 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.&lt;br /&gt;
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==== Bestial Soul ====&lt;br /&gt;
At 6th level, 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 non-magical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a long rest, choose one of the following benefits, which lasts until you finish your next or long rest:&lt;br /&gt;
*&#039;&#039;&#039;Climbing.&#039;&#039;&#039; You gain a Climbing Speed equal to your Walking Speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.&lt;br /&gt;
*&#039;&#039;&#039;Jumping.&#039;&#039;&#039; When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.&lt;br /&gt;
*&#039;&#039;&#039;Swimming.&#039;&#039;&#039; You gain a Swimming Speed equal to your Walking speed, and you can breathe underwater.&lt;br /&gt;
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==== Infectious Fury ====&lt;br /&gt;
At 10th level, 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 must succeed on a Wisdom Saving Throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):&lt;br /&gt;
*The target must use its reaction to make a melee attack against another creature of your choice that you can see.&lt;br /&gt;
*The target takes 2d12 Psychic Damage.&lt;br /&gt;
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
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==== Call the Hunt ====&lt;br /&gt;
At 14th level, 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 modifier (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 each use the following benefit 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.&lt;br /&gt;
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== Path of Berserkers ==&lt;br /&gt;
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
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==== Frenzy ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you go into a frenzy while raging. While raging, you can make a single melee weapon attack as a bonus action on each of your turns after this one.&lt;br /&gt;
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==== Mindless Rage ====&lt;br /&gt;
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
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==== Intimidating Presence ====&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.&lt;br /&gt;
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==== Retaliation ====&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;br /&gt;
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== Path of Crucibles ==&lt;br /&gt;
Some Barbarians bottle up their rage, causing physical heat to boil inside of them, eventually overheating and exploding out in pure fury. These hot-headed ragers walk the Path of Crucibles &lt;br /&gt;
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==== Thermal Core ====&lt;br /&gt;
Starting when you chose this path at 3rd level, you slowly build up kinetic energy and heat while raging, eventually letting it out uncontrollably. During your rage, every time you hit on a weapon attack roll, and you are hit by a weapon attack roll, you gain one Core Temperature Die. These dice are d4s, and increase in size as you gain levels in this class, at 6th level (d6), at 10th level (d8), at 14th level (d10), and at 18th level (d12).&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When you would gain a Core Temperature Dice while at your maximum held, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.&amp;lt;br&amp;gt;&lt;br /&gt;
When this occurs, all other creatures within 30ft must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you lost, or half as much on a successful Save.&lt;br /&gt;
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==== Burning Heart ====&lt;br /&gt;
Also at 3rd level, your natural heat allows you to resist the most extreme conditions. You ignore the effects of Extreme Heat and Extreme Cold. Additionally, while sleeping, you provide the warmth of a campfire to creatures within 15ft of you.&lt;br /&gt;
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==== Blazing Core ====&lt;br /&gt;
Beginning at 6th level, your inner forge allows you to provide light, and protection to your allies, warding them from the bitter frost of death.&amp;lt;br&amp;gt;&lt;br /&gt;
Your body becomes constantly wreathed in harmless flames. These flames give off bright light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed dim light for an additional number of feet equal to this radius.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when a creature within 15ft of you makes a Death Saving Throw, you can use your Reaction to grant that save advantage.&lt;br /&gt;
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==== Molten Core ====&lt;br /&gt;
At 10th level, you learn to control your inner fire. You gain the following ways to spend your Core Temperature Dice:&lt;br /&gt;
*When you hit on a weapon attack, you can expend a Core Temperature Dice to deal additional Fire damage to the target equal to two rolls of your Core Temperature Dice.&lt;br /&gt;
*You use your stored kinetic energy to leap through fire, as a Bonus Action you can expend one of your Core Temperature Dice to teleport a number of feat equal to 5 times your Proficiency Bonus. When you do so, you deal fire damage equal to your Proficiency to all creatures within 5ft of you.&lt;br /&gt;
*A burst of magma leaps from your chest to a nearby creature. When you take the attack actions, you can expend any number of Core Temperature Dice to replace that number of attacks with a Ranged Weapon Attack Roll using your Constitution that Deals Fire Damage equal to two rolls of your Core Temperature Dice and has a range of 15/60ft, you apply your Rage Damage to these attacks.&lt;br /&gt;
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==== Blazing Mastery ====&lt;br /&gt;
Beginning at 14th level, your inner well of heat grows deeper. You can now hold a number of Core Temperature Dice equal to 2 times your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain your heat more quickly, now, when you hit on a Weapon Attack or are hit with a Weapon Attack, you gain 2 Core Temperature Dice instead of 1, and you gain 1 Core Temperature Dice at the start of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, as an Action on your turn you can expend all of your Core Temperature Dice to unleash a controlled burst of heat.&amp;lt;br&amp;gt;&lt;br /&gt;
All creatures of you choice within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you expended, or half as much on a successful Save.&lt;br /&gt;
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== Path of Giants ==&lt;br /&gt;
Barbarians who walk the Path of Giants draw strength from the primal forces that are the Giants and their elemental ilk. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might.&lt;br /&gt;
During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.&lt;br /&gt;
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==== Giant Power ====&lt;br /&gt;
When you choose this path at 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the Druidcraft or Thaumaturgy cantrip (your choice). Constitution is your spellcasting ability for this spell.&lt;br /&gt;
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==== Giant’s Havoc ====&lt;br /&gt;
Also at 3rd level, your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:&lt;br /&gt;
*When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.&lt;br /&gt;
*Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.&lt;br /&gt;
&lt;br /&gt;
==== Elemental Cleaver ====&lt;br /&gt;
At 6th level, your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 Damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.&lt;br /&gt;
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types, you can also use a bonus action to change the infused weapon.&lt;br /&gt;
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==== Mighty Impel ====&lt;br /&gt;
At 10th level, your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.&amp;lt;br&amp;gt;&lt;br /&gt;
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.&lt;br /&gt;
&lt;br /&gt;
==== Demiurgic Colossus ====&lt;br /&gt;
At 14th level, the primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller. In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.&lt;br /&gt;
&lt;br /&gt;
== Path of Glaciers ==&lt;br /&gt;
Born from the frigid and daunting realm of the Northern Continent of the Wild-Plains, barbarians who follow the Path of Glaciers have learned to harbor the resolute stillness, patience, and unwavering determination and destruction of the icy landscape. These warriors transform their bodies into powerful moving bunkers that are as difficult to take down as they are to escape from.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians that follow this path are often trained hunters who enjoy the patient stalking of prey. They thrive on the peril they impose on their fleeing targets, and take special pride in their slow-and-steady approach.&lt;br /&gt;
&lt;br /&gt;
==== Permafrost ====&lt;br /&gt;
Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you’re not wearing any armor, you gain a +1 bonus to your AC.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, your rage is a cold and patient well of power. When your rage would end early due to you either not attacking or taking damage after taking the Dodge action, you can choose to maintain it instead.&lt;br /&gt;
&lt;br /&gt;
==== Frostbite ====&lt;br /&gt;
Also at 3rd level, you can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while you’re raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d6 cold damage from the attack. This damage increases when you reach certain levels in this class, increasing to 2d6 cold damage at 10th level and 3d6 at 14th level.&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Cold Fortress ====&lt;br /&gt;
By 6th level, you learn to further channel the icy resilience within you. When you enter a rage and are not wearing any armor, your skin becomes shielded by a protective layer of frost. This frost grants you a number of temporary hit points equal to 1d12 + your Constitution modifier that last for 1 hour. You can use a bonus action on your following turns while you’re raging to expend a Hit Die to gain these temporary hit points again. When you do, the number of temporary hit points you gain is equal to the maximum roll of the expended Hit Die + your Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
==== Deep Sleep ====&lt;br /&gt;
At 10th level, you can choose to enter a deep state of hibernation when you take a long rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.&amp;lt;br&amp;gt;&lt;br /&gt;
You awake from this rest after 6 hours or when you take damage or a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice.&lt;br /&gt;
&lt;br /&gt;
==== Icy Burst ====&lt;br /&gt;
Also at 10th level, you can use an action to send out a shockwave of ice. All creatures in a 30ft emanation must make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your Constitution Modifier. All creatures that fail the Save take a number of d8s of cold damage equal to your proficiency bonus and are Slowed until the end of your next turn, and taking half as much damage on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
==== Never-Ending Fortitude ====&lt;br /&gt;
At 14th level, you become as unstoppable as a mighty glacier. When you take damage, you can use your Reaction to reduce that damage by 2d12. Additionally, you can only be knocked Prone if you choose to be, and you are immune to being Frightened and Slowed.&lt;br /&gt;
&lt;br /&gt;
== Path of Impulse ==&lt;br /&gt;
All barbarians are well acquainted with the concept of harnessing from a deep emotional well. However, some barbarians learn to explore facets of their emotional spirit other than rage alone, tapping into the varied emotional experience of a mortal mind.&lt;br /&gt;
&lt;br /&gt;
==== Emotional State ====&lt;br /&gt;
When you choose this path at 3rd level, whenever you go into a rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are raging.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sorrow.&#039;&#039;&#039; You tap into a deep sadness within you. You gain Resistance to Radiant, Cold, and Psychic Damage, as your body becomes disconnected and senseless. Whenever you take damage that you are resistant to, you can use your Reaction to reduce the damage that you take by 3. This damage reduction is applied after you calculate resistance. This damage reduction increases to 4 at 9th level and 5 at 16th level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fury.&#039;&#039;&#039; You sharpen the mindless anger of a normal rage to focus your anger to a sharpened point. You gain Resistance to Poison, Acid, and Necrotic damage, as your fury burns corrupting forces from your body. Additionally, your additional rage damage is equal to double your Proficiency bonus, instead of your Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Joy.&#039;&#039;&#039; You are overtaken by giddy excitement in the rush of battle. You gain resistance to Force, Fire, and Lightning damage, as your own energy burns as hot as magical force. Additionally, your movement speed increases by 5 feet. This additional movement speed increases to 10 feet at 9th level and to 15 feet at 16th level. This movement speed is in addition to the movement speed increase granted by Fast Movement.&lt;br /&gt;
&lt;br /&gt;
==== Ardent Strikes ====&lt;br /&gt;
Starting at 6th level, the emotional energy within you begins to suffuse your weapons. While you are raging and in an Emotional State, you may cause any weapon attacks you make to deal one of the damage types that your chosen Emotional State grants you resistance to, rather than the weapon’s usual damage.&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2.&lt;br /&gt;
&lt;br /&gt;
==== Drain Passion ====&lt;br /&gt;
At 10th level, you gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions spell and use your Constitution for your spellcasting ability&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast this spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
When you enter an Emotional State, you can cast this spell as part of the same bonus action, expending one use of this ability. You can not lose concentration on this spell due to entering your rage. However, you can still lose concentration by other methods, such as failing a saving throw to maintain concentration or becoming incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
Starting at 14th level, you can release your pent-up emotions in a single burst. When you hit with an attack affected by your Ardent Strikes ability, you can choose to immediately end your rage. If you do so, the attack immediately deals an additional 3d12 damage of the chosen damage type.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have used this ability, you cannot enter the Emotional State that you were in when you used this ability until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Ravenous Warriors ==&lt;br /&gt;
Some who walk the path of boundless rage gain an eternal and endless hunger. This hunger. fuels them, but to compensate, their appetites grow, consuming foes even on the battlefield. These are the Barbarians who walk the Path of Ravenous Warriors&lt;br /&gt;
&lt;br /&gt;
==== Bottomless Stomach ====&lt;br /&gt;
At 3rd level, your body is used to a constant hunger. For every level of Exhaustion you have, you subtract half that much (rounded down) from any Attack Roll, Ability Check, or Saving Throw you make, rather then subtract that must. Additionally, while raging, you are immune to the effects of exhaustion, and finishing a Long Rest removes two levels of exhaustion.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
You gain Proficiency with Cook&#039;s Utensils. Additionally while raging, if you hit on a weapon attack roll, you can gain one level of exhaustion, spending a massive reserve of your energy, to choose one of the following effects:&lt;br /&gt;
*If the creature you hit is Large or smaller, it falls prone and is pushed 10ft in a direction of your choice.&lt;br /&gt;
*You recover Hit Points equal to half the damage your dealt by your attack.&lt;br /&gt;
*For this attack you ignore the target&#039;s damage resistances.&lt;br /&gt;
*You immediately make two additional attacks, targeting two creatures which you haven&#039;t attacked this turn.&lt;br /&gt;
&lt;br /&gt;
==== Breakfast ====&lt;br /&gt;
At 6th level, you’ve learned how to cook meals that give you an edge in battle. If you spend one hour cooking, you may expend a Hit Die to create a meal that can be eaten as an action, removing one level of exhaustion once eaten. A meal gives one of the following benefits, chosen when made. Its additional benefits last for six hours, or until you eat another one of these meals. &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Medicinal.&#039;&#039;&#039; Whenever you take Poison damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the Poison condition&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Spicy.&#039;&#039;&#039; Whenever you take Cold damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme cold.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chilled.&#039;&#039;&#039; Whenever you take Fire damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme heat.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Filling.&#039;&#039;&#039; You gain Temporary Hit Points equal to your level. You also have advantage on Constitution Checks and Saving Throws.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you create a meal this way, you create a number of portions equal to your Wisdom Modifier + your Proficiency Bonus. They spoil after a number of hours equal to your Wisdom Modifier.&lt;br /&gt;
&lt;br /&gt;
==== Lunch ====&lt;br /&gt;
Starting at 10th level, the pit of hunger in your stomach grants you a terrible power. If you have four or more levels of exhaustion while raging, you gain Consume as a Melee Weapon Attack, dealing 2d12 Piercing Damage. On a hit, the target then makes a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus, on a failure, the target gains a level of exhaustion, and you lose a level of exhaustion.&amp;lt;br&amp;gt;&lt;br /&gt;
If you reduce a creature to 0 Hit Points, your Strength and Constitution scores increase by 2 until the end of your Rage, up to a maximum of 28.&lt;br /&gt;
&lt;br /&gt;
==== Dinner ====&lt;br /&gt;
At 14th level, you can replicate the effects of a 1st level Absorb Elements spell at will, however, you can use it with the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, and thunder. The somatic components for this effect are chewing and swallowing, and you do not need a free hand to use it.&lt;br /&gt;
&lt;br /&gt;
== Path of Storm Heralds ==&lt;br /&gt;
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.&lt;br /&gt;
&lt;br /&gt;
==== Storm Aura ====&lt;br /&gt;
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.&lt;br /&gt;
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.&lt;br /&gt;
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; When this effect is activated, all other creatures of your choice in your aura take 1d4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target cannot take bonus actions until the start of your next turn and takes 1d6 lightning damage on a failed save and half as much damage on a successful one and can take bonus actions. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; When this effect is activated, each creature of your choice in your aura gains 1d4 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
&lt;br /&gt;
==== Storm Soul ====&lt;br /&gt;
At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; You gain resistance to fire damage, and you don’t suffer the effects of extreme heat. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet, or increase your swimming speed by 10ft if you already have one.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; You gain resistance to cold damage, and you don’t suffer the effects of extreme cold. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.&lt;br /&gt;
&lt;br /&gt;
==== Shielding Storm ====&lt;br /&gt;
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.&lt;br /&gt;
&lt;br /&gt;
==== Raging Storm ====&lt;br /&gt;
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.&lt;br /&gt;
&lt;br /&gt;
== Path of Strikers ==&lt;br /&gt;
Strikers harness the primordial power of the storm to wreak havoc upon their foes, through stealing their sight, their movement, or simply crushing them before they have the chance to act at all. They are a unique type of defender for their allies, their protection being somewhat a byproduct of the sheer devastation they inflict upon the enemy. They are not simply a conduit for the wrath of the storm, though, but instead wield it with thought and practice, shaping it into devastating strikes and unique abilities some would almost comparable to spellcraft, mimicing the sometimes unpredictable and sudden wrath of a tempest, changing these abilites like the weather with the seasons. Though they may seem dangerous and collateral-prone, Strikers are mindful to shape their lightning around and away from their allies, diffusing it through a combination of sheer will and practiced talent.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Striker could develop their powers in a number of ways. Some may be from a long lineage of Strikers, or were caught in a freak magical storm and left with some of that residual energy. However you came to be a Striker, you embody chaos and control in equal measure, proving that the best defense is an overwhelming offense.&lt;br /&gt;
&lt;br /&gt;
==== Titan ====&lt;br /&gt;
At 3rd level, you find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal 1d6 + your Strength Modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.&lt;br /&gt;
Additionally, you gain Proficiency and Expertise in Athletics.&lt;br /&gt;
&lt;br /&gt;
==== Fists of Havoc ====&lt;br /&gt;
Also at 3rd level, your rages are empowered by your thunderous might. While raging, you gain the following benefits:&lt;br /&gt;
*You gain Resistance to Lightning Damage, and your unarmed strikes deal Lightning Damage instead of their normal damage type.&lt;br /&gt;
*Your jump heights and distances are doubled.&lt;br /&gt;
*Whenever you grapple or shove a creature, they take Lightning damage equal to 1d4+ your Proficiency Bonus.&lt;br /&gt;
*As a part of the bonus action to Rage, and as a bonus action during your Rage, you may make one Unarmed Strike attack&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Arsenal ====&lt;br /&gt;
At 6th level, your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of the class description.&lt;br /&gt;
You may change one or both of these abilities to another from the same list at the end of a a long rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
A Reach or Strike can be used in place of any unarmed strike attack you would make during your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You have advantage on any saving throws and take half damage from your Reach effects, and are immune to them while raging.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Reach and Strike abilities use your Arsenal DC in many places. This DC is equal to (8 + your proficiency bonus + your Constiution modifier)&lt;br /&gt;
&lt;br /&gt;
==== Trample ====&lt;br /&gt;
At 10th level, nothing alive or otherwise can stop the storming force that you’ve become.&lt;br /&gt;
Lightning damage you deal ignores resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your unarmed strikes deal an additional 1d4 Lightning damage, and deal double damage to structures and objects.&lt;br /&gt;
&lt;br /&gt;
==== Thundercrash ====&lt;br /&gt;
At 14th level, you have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You have also mastered the ultimate Striker technique; The Thundercrash.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can give yourself a Flying Speed of 150ft until the end of your turn. Once you begin moving, you cannot take any other actions or reactions until your flying movement is exhausted. If you stop moving at any point while using this fly speed, any of your remaining fly speed from this ability is exhausted.&amp;lt;br&amp;gt;&lt;br /&gt;
You can pass through the space of hostile creatures while you have this flight, treating that space as difficult terrain. The first time you pass through a hostile creature’s space during this movement, they take Lightning Damage equal to 2d6 + double your Proficiency Bonus. If you end the movement in the air, you float harmlessly down to the ground at a rate of 30 feet per second.&amp;lt;br&amp;gt;&lt;br /&gt;
If you end the movement touching a surface, you create a devastating shockwave, and all hostile creatures within a 30 foot cube of the impact must make a Dexterity saving throw against your Arsenal DC, or take 4d6 Lightning and 4d6 Thunder damage, and are knocked prone and blinded. On a successful save, they take half damage and are only knocked prone or blinded (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
For one minute after your Thundercrash, any hostile creatures that ends their turn within 30 feet of the impact point need to make a dexterity saving throw, or take 2d6 Lightning Damage on a failure, and half as much on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this ability, you must finish a long rest before you can use it again.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Reach ====&lt;br /&gt;
All Reaches are considered simple thrown weapons, with which you are proficient. They have a range of 30/40ft.&amp;lt;br&amp;gt;&lt;br /&gt;
They appear as Tiny objects, whose appearance you choose.&amp;lt;br&amp;gt;&lt;br /&gt;
They are summoned to your hand when you choose to attack with them, and dissapear in a small shower of sparks as soon as their effects conclude, or if they exit their range.&lt;br /&gt;
If you miss an attack roll with a Reach, it will fly past the target of the attack, until it hits another creature or surface, or exits its range.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thunderclap Reach.&#039;&#039;&#039; This reach sticks to any creature or surface it hits, and faces back towards you. As soon as it hits a surface or creature, and at the start of your next turn, all creatures of your choice within a 15 foot cone out from the surface or creature this Reach hits must make a Dexterity Saving Throw against your Arsenal DC. They take 3d6+ your Rage damage bonus in lightning damage on a fail, or half as much on a save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Blinding Reach.&#039;&#039;&#039; As soon as this Reach impacts a creature or surface, all creatures of your choice within a 15 foot cube take lightning damage equal to your Rage damage bonus, and need to make a Constitution Saving Throw against your Arsenal DC, or be blinded until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pulsing Reach.&#039;&#039;&#039; As soon as a this reach impacts a creature or surface, all creatures of your choice within a 15 foot cube need to make a Strength Saving Throw against your Arsenal DC, or take 1d6+ your Rage damage bonus in Lightning damage, and be knocked prone. On a save, a creature takes half damage and is not knocked prone.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Strike ====&lt;br /&gt;
&#039;&#039;&#039;Seismic Strike.&#039;&#039;&#039; When you take the Dash action, you can run directly into a creature, and make an unarmed strike attack (no action required). If the attack hits, deal extra lightning damage equal to your rage damage bonus, and the creature must make a Constitution Saving Throw against your Arsenal DC, or be Deafened until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ballistic Strike.&#039;&#039;&#039; When you are at least 10 feet in the air, choose a point you can see on the ground. This point can be an equal distance away from how high in the air you are, to a maximum of (10 x your barbarian level). You slam down to that point, taking no fall damage, and you then make an unarmed strike attack against all creatures of your choice within 5 feet of the impact. If an attack hits, it deals extra lightning damage equal to your Rage damage bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaining Strike.&#039;&#039;&#039; When you hit a creature with a melee attack that deals any Lightning damage, a number of other creatures of your choice within 10 feet, up to a number equal to your proficiency bonus, take Lightning damage equal to 1d4 + double your Proficiency Bonus damage bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Subjugators ==&lt;br /&gt;
Those who follow this path grant no mercy and ask for none. Weakness is seen as consent to be crushed by the strong. Those that are conquered are expected to serve not only in life, but also in death.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no great numbers of tribes that follow this path, for the path of the one who would rule the dead is a path made alone, save for the wailing that follows them.&lt;br /&gt;
&lt;br /&gt;
==== Grisly Treasure ====&lt;br /&gt;
At 3rd level, you draw strength from your foes. Beasts and Monstrosities killed by you or your allies can be looted for a trophy if it was killed in a combat you took part in.&amp;lt;br&amp;gt;&lt;br /&gt;
Trophies usually take the form of a body part or a notable item belonging to your enemy and must be displayed openly on your person to benefit you. This can take many forms, such as tying small bones to your clothing, wearing or wielding a notable item belonging to an enemy, or even crafting an item from their corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of trophies equal to your proficiency bonus and taking a new trophy causes the trophy of the lowest CR creature you bear to crumble to dust and be destroyed.&lt;br /&gt;
You cannot take more than one trophy from a single enemy for use with the features of this path.&lt;br /&gt;
&lt;br /&gt;
==== Savage Lore ====&lt;br /&gt;
At 3rd level, you can summon the spirit of your fallen foe. As an Action, you hold forth a creature&#039;s trophy to summon its shade to an unoccupied space you can see within 30 feet of you.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade has the same appearance and statistics that the creature had in life, but it is translucent and has gray tone to it.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade can only obey simple commands such as guarding a location, or following an ally.&amp;lt;br&amp;gt;&lt;br /&gt;
In combat, the shade disregards commands, mindlessly pursuing the closest enemy, making a single attack against that enemy at the end of your turn. The shade&#039;s attacks deal Psychic Damage and use the statistics of the creature it&#039;s based off of.&lt;br /&gt;
The shade disappears if it&#039;s reduced to 0 hit points, you summon another shade, or after it makes a number of attacks equal to your proficiency bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When a shade disappears, the trophy that was used to summon it crumbles to dust and is destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Grim Countenance ====&lt;br /&gt;
At 6th level, while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.&amp;lt;br&amp;gt;&lt;br /&gt;
While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the area of vanquished souls it must succeed a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier, on a failure the target is Slowed and Frightened of you until the end of your Next turn, also the target takes Psychic Damage equal to the Proficiency Bonus of the highest CR creature who&#039;s trophy you bear.&lt;br /&gt;
&lt;br /&gt;
==== Primal Sovereignty ====&lt;br /&gt;
By 10th level, your dominance over the dead is implacable.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Grisly Treasure feature now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the Speak With Dead spell and perceive you as an ally, though you can still only ask 5 questions.&lt;br /&gt;
In addition, you can now use a Bonus Action to precisely direct a shade&#039;s movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding legendary, mythic, villain, and lair actions.&lt;br /&gt;
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Dread Knowledge ====&lt;br /&gt;
At 14th level, you can call upon the greater powers that your enemies possessed in life.&amp;lt;br&amp;gt;&lt;br /&gt;
As an action, you hold forth a trophy to absorb the spirit held within it.&amp;lt;br&amp;gt;&lt;br /&gt;
As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently upon the battlefield it disappears and is drawn into yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
As part of the action you use to absorb the spirit, and on subsequent turns as an action, you may use any single action, legendary action, or spell that was available to the creature that the spirit was in life. This state persists until you use that creature&#039;s action or use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you absorb a spirit, you can&#039;t do so again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Totem Warriors ==&lt;br /&gt;
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.&lt;br /&gt;
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Seeker ====&lt;br /&gt;
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals.&lt;br /&gt;
&lt;br /&gt;
==== Totem Spirit ====&lt;br /&gt;
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, you have advantage on saving throws to resist spells and magical effects. In addition, you gain the benefits of your Danger Sense feature even when you are blinded or deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While you are raging and aren&#039;t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, you can, as a Bonus Action, regain hit points equal to half your barbarian level. If you take fire damage, you cannot use this trait until the end of your next turn. The spirit of the hydra makes you incredibly tenacious in combat.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While raging, you have resistance to psychic damage. In addition, you have advantage on saving throws to see past illusions and resist being charmed. The spirit of the sphinx makes your mind impenetrably sharp.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.&lt;br /&gt;
&lt;br /&gt;
==== Aspect of the Beast ====&lt;br /&gt;
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; You gain the magical senses of a chimera. You can cast Detect Magic, but only as a ritual. Additionally, you gain proficiency in Arcana.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; You gain the relentless endurance of a hydra. As an action, you can reduce your exhaustion level by 1. You can use this action once per long rest. The hydra’s spirit grants you the strength to persevere through the most difficult of circumstances.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039;you are immune to any effect that would sense your emotions, read your thoughts, or magically discern your location. In addition, when you make a Charisma (Deception) check, if the roll on the d20 is lower than your Constitution Score, you can increase your roll to be equal to that score. The spirit of the sphinx makes you proud and imperious.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Walker ====&lt;br /&gt;
At 10th level, you can cast the Commune With Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.&lt;br /&gt;
&lt;br /&gt;
==== Totemic Attunement ====&lt;br /&gt;
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, if you are targeted by a spell, you can use your reaction to immediately move up to your speed. If you end your movement within 5 feet of the caster, the caster must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or the spell is interrupted and the caster takes Bludgeoning Damage equal to 1d12 + your Strength modifier. On a successful save, the spell is not interrupted and the caster takes half damage.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, if you attack at least two different creatures when you take the Attack action, you can make one additional melee weapon attack as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While you are raging, you can use your action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.&lt;br /&gt;
&lt;br /&gt;
== Path of Wild Magic ==&lt;br /&gt;
As folk of deep feeling, barbarians are especially susceptible to wild, fey influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.&lt;br /&gt;
&lt;br /&gt;
==== Magic Awareness ====&lt;br /&gt;
At 3rd level you can open your awareness to the presence of concentrated magic. As an action, until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Wild Surge ====&lt;br /&gt;
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. You can also use a Bonus Action while raging to roll on the table again, replacing the previous effect. All of these effects end when you finish raging. If the effect requires a saving throw or ability check, the DC equals 8 + your Proficiency Bonus + your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wild Magic&lt;br /&gt;
|-&lt;br /&gt;
! d100 !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || You Explode, cast Fireball at 3rd level centered on yourself using Constitution as your spellcasting modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || When a creature within 60ft you take damage, all creatures within 60ft take the same amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || A 30ft cube of ice materializes centered on you, Creatures within begin suffocating and take 1d6 Cold damage at the start of their turn. The Cube has an AC of 5 and a number of Hit Points equal to 5 times your Constitution Modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 7-8 || A black hole opens in your chest, all creatures within 60ft of you must make a Strength saving throw or be pulled 30ft towards you. You must make a Dexterity saving throw or take 1d10 bludgeoning damage at the start of your turn as you are pelted by debris.&lt;br /&gt;
|-&lt;br /&gt;
| 9-10 || Hundreds or arms grow out of your back grasping at nearby creatures. At the start of each of your turns, you attempt to grapple each creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 11-12 || Your body begins emanating inky magical darkness, all creatures within 10ft of you are Blinded.&lt;br /&gt;
|-&lt;br /&gt;
| 13-14 || Animated chains rise out of the floor, all creatures within 30ft of you must&lt;br /&gt;
make a Strength saving throw or be Restrained by the chains. A creature restrained by the chains can use its action to make a Strength (Athletics). On a success, the creature is no longer Restrained&lt;br /&gt;
|-&lt;br /&gt;
| 15-16 || The floor within 60ft of you turns to knee deep custard, any creature that did not move at least 10ft on its turn is restrained and must make a Strength Saving throw at the start of each of its turns to move again.&lt;br /&gt;
|-&lt;br /&gt;
| 17-18 || At the start of each of your turns, you cast the Sleep spell centered on yourself with your Current hit points being the number of Hit Points effected.&lt;br /&gt;
|-&lt;br /&gt;
| 19-20 || A 30ft snowstorm centered on you whips up, each creature apart from you in that area must make a DC 10 Constitution saving throw or suffer Exhaustion 1. the area is also heavily obscured.&lt;br /&gt;
|-&lt;br /&gt;
| 21-22 || Ball bearings spill out of your clothing in a 60ft Radius at the start of each of your turns, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. These ball bearings magically disappear at the end of your turn.&lt;br /&gt;
|-&lt;br /&gt;
| 23-24 || all creatures within 60 ft of you have their legs replaced with the bottom of random chess pieces and can only move like those pieces. This affect end when your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 25-26 || You and all creatures within 15ft of you are reduced to the physique of a child, your speed, damage, and Armor class are halved, and all checks are made at disadvantage.&lt;br /&gt;
|-&lt;br /&gt;
| 27-28 || Your bones vanish, you are immune to bludgeoning damage but automatically fail all strength checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 29-30 || You become stone, you are immune to piercing damage but automatically fail all dexterity checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 31-32 || You turn into translucent jelly, you are immune to slashing damage but automatically fail any constitution checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 33-34 || You legs are replaced by a slugs foot, your speed is reduced to 10 ft and you can walk vertically and upsides down on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 35-36 || Your arms are replaced by fins, you can not hold items and you gain a swim speed equal to double your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
| 37-38 || You grow gills, losing the ability to breath air and gain water breathing, you can also spit a 10ft cone of viscous goo as a bonus action, creatures caught in the cone must make a dexterity saving throw or take 4d4 acid damage.&lt;br /&gt;
|-&lt;br /&gt;
| 39-40 || Your eyes are replaced with compound eyes, you can&lt;br /&gt;
not be flanked but you have disadvantage on all perception checks that rely on&lt;br /&gt;
sight.&lt;br /&gt;
|-&lt;br /&gt;
| 41-42 || You grow a second head, gaining advantage on Intelligence and Wisdom saving throws as well as perception checks, but creatures attacking you have their crit range doubled.&lt;br /&gt;
|-&lt;br /&gt;
| 43-44 || All creatures that start their turn within 60ft of you randomly switch places with another creature within the same radius.&lt;br /&gt;
|-&lt;br /&gt;
| 45-46 || The ground around you for 20 ft becomes semi-fluid like a waterbed, becoming difficult terrain.&lt;br /&gt;
|-&lt;br /&gt;
| 47-48 || At the start of each of your turns, a pit of lava opens up in a random space within 5ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 49-50 || Reroll, keep the previous effect as well as the next one you roll.&lt;br /&gt;
|-&lt;br /&gt;
| 51-52 || Gravity within 120ft of you is turned 90 degrees in a random direction until your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 53-54 || All sound ceases in a 20 ft radius cantered on you.&lt;br /&gt;
|-&lt;br /&gt;
| 55-56 || Creatures you deal damage to drop an amount of Silver Pieces equal to the amount of damage you dealt.&lt;br /&gt;
|-&lt;br /&gt;
| 57-58 || As a bonus action you can make a ranged weapon attack using your Constitution, if you hit you can alter the cut, style and color of the clothes of the target.&lt;br /&gt;
|-&lt;br /&gt;
| 59-60 || The light within 20ft of you takes on a deep red hue and a choir stars singing, granting you advantage on intimidation checks.&lt;br /&gt;
|-&lt;br /&gt;
| 61-62 || You can summon custard pies out of thin air and make a ranged attack, if you hit the creature has disadvantage on charisma checks.&lt;br /&gt;
|-&lt;br /&gt;
| 63-64 || Enemies are randomly attached together in pair until no more pairs can be made, they are attached by rubber bands that pull them 5ft closer to each other each at the start of their turns and will not allow them to be more than 20ft away from each other.&lt;br /&gt;
|-&lt;br /&gt;
| 65-66 || Each action you take is accompanied by musical cue’s and sound effects that can be heard up to 60ft away.&lt;br /&gt;
|-&lt;br /&gt;
| 67-68 || While raging, you cast Vicious Mockery at the start of each of your turns targeting a random creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 69-70 || At the start of each of your turns, a cow drops from the sky at a random location within 10ft of you. a creature in that space must make a Dexterity Saving Throw, or takes 2d10 Bludgeoning Damage and be knocked prone.&lt;br /&gt;
|-&lt;br /&gt;
| 71-72 || Your legs turn into Springs allowing you to jump in any direction up to your full movement.&lt;br /&gt;
|-&lt;br /&gt;
| 73-74 || Your arms become long noodles causing your reach to increase by 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 75-76 || Your hair grows and becomes prehensile, you can use it to make grapple attacks as a bonus action with a range of 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 77-78 || Your torso can spin like a propeller allowing you to make a single attack against all targets within 5ft as an action.&lt;br /&gt;
|-&lt;br /&gt;
| 79-80 || Your body melts and becomes bright pink slime, you are considered amorphous,&lt;br /&gt;
able to move through spaces 1 inch wide without squeezing. You are immune to&lt;br /&gt;
grappling and prone.&lt;br /&gt;
|-&lt;br /&gt;
| 81-82 || Your body grows battlements and arrow slits as well as an army of tiny soldiers. On initiative count 20 the soldiers inside fire two tiny catapults&lt;br /&gt;
at your enemies using Constitution with a range of 40ft dealing 1d6 Piercing Damage + your Rage Damage and shoot a volley of arrows in. 10ft Cone forcing creatures to make a Dexterity Saving Throw, or take 1d4 times your Proficiency Bonus on a failed saving throw, and half as much on a successful save.&lt;br /&gt;
|-&lt;br /&gt;
| 83-84 || You can create at infinite amount of silk rope by pulling it out of your sleeve.&lt;br /&gt;
|-&lt;br /&gt;
| 85-86 || At the start of each of your turns, you can Minute Meteors centered on yourself, using Constitution for your spellcasting ability.&lt;br /&gt;
|-&lt;br /&gt;
| 87-88 || You grow feathered wings that grant you a Flying Speed equal to two times your Walking Speed.&lt;br /&gt;
|-&lt;br /&gt;
| 89-90 || You grow a Star-nosed mole’s nose and gain Tremorsense out to a range of 120ft.&lt;br /&gt;
|-&lt;br /&gt;
| 91-92 || Your skeleton becomes adamant and you become immune to critical hits.&lt;br /&gt;
|-&lt;br /&gt;
| 93-94 || You cast the lightning a Lightning Bolt spell at the start of each of your turns using Constitution as your spellcasting modifier in a random direction also targeting yourself.&lt;br /&gt;
|-&lt;br /&gt;
| 95-96 || Your weapon becomes an energy weapon that makes a loud humming noise and deals an additional 2d6 radiant damage.&lt;br /&gt;
|-&lt;br /&gt;
| 97-98 || You can teleport 60ft to space you can see as a bonus action.&lt;br /&gt;
|-&lt;br /&gt;
| 99-100 || You are surrounded by a burning golden aura. Your Strength, Constitution and Dexterity modifier, as well as your speed, is doubled for the duration of your rage. You also gain Temporary Hit Points equal to 1d12 + your constitution modifier at the start of your turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Magic ====&lt;br /&gt;
Starting at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:&lt;br /&gt;
For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.&lt;br /&gt;
Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.&lt;br /&gt;
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Unstable Backlash ====&lt;br /&gt;
At 10th level, 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.&lt;br /&gt;
&lt;br /&gt;
==== Controlled Surge ====&lt;br /&gt;
At 14th level, you gain masterful control over your surges. Instead of rolling once on the Wild Magic Table, you roll three times and choose any number of the rolled effects.&lt;br /&gt;
&lt;br /&gt;
== Path of Zealots ==&lt;br /&gt;
These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.&lt;br /&gt;
&lt;br /&gt;
==== Divine Fury ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.&lt;br /&gt;
&lt;br /&gt;
==== Warrior of the Three ====&lt;br /&gt;
At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.&lt;br /&gt;
&lt;br /&gt;
==== Zelous Presence ====&lt;br /&gt;
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Rage Beyond Death ====&lt;br /&gt;
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.&amp;lt;br&amp;gt;&lt;br /&gt;
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.&lt;br /&gt;
&lt;br /&gt;
= Changes =&lt;br /&gt;
&lt;br /&gt;
==== Short Rests ====&lt;br /&gt;
Anything that recharges once on a short rest, instead recharges Proficiency Bonus number of times per long rest.&lt;br /&gt;
&lt;br /&gt;
=== Core Class ===&lt;br /&gt;
&lt;br /&gt;
==== Starting Equipment ====&lt;br /&gt;
Greataxe or Melee Martial Weapon | Any Simple or Martial Melee Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Two Handaxes or 1 Simple Weapon | Two Simple Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&#039;s Pack | Equipment Pack&amp;lt;br&amp;gt;&lt;br /&gt;
Four Javelins | Five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Additional Rage Damage ====&lt;br /&gt;
Changed Rage Damage to be based on Proficiency Bonus (+2, 1-4th. +3, 5-8th. +4, 9-12th. +5, 13-16th. +6, 17-20th), rather then seemingly arbitrary bonuses (+2, 1-8th. +3, 9-15. +4, 16-20th), this results in an average Rage Damage increase of +1.65, and with a singular extra attack, a +3.3 DPR increase (+4.95 DPR if duel wielding or Path of Berserkers, and +6.6 if duel wielding and Path of Berserkers)&lt;br /&gt;
&lt;br /&gt;
==== Rage Uses ====&lt;br /&gt;
Rage uses are based on Proficiency Bonus, rather then arbitrary amounts, also based on long rests versus short rests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PB Based&#039;&#039;&#039; 2 uses, 1-4th. 3 uses, 5-8th. 4 uses, 9-12th. 5 uses, 13-16th. 6 uses, 17-20th, per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arbitrary Based&#039;&#039;&#039; 2 uses, 1-3rd. 3 uses, 4-5th. 4 uses, 6-11th. 5 uses, 12-16th. 6 uses, 17-20th, per short or long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
On average this is less rages (+0.25 rages), and you lose the short rest regeneration.&lt;br /&gt;
&lt;br /&gt;
==== Feature Changes ====&lt;br /&gt;
Extra Attack now scales if you have more copies of the feature and reach certain levels (2 copies at 11th level, 3 copies at 20th level)&amp;lt;br&amp;gt;&lt;br /&gt;
Feral Instinct changed from &amp;quot;you ignore surprise if the first thing you do is rage&amp;quot; to &amp;quot;you can&#039;t be surprised&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Relentless Rage now allows you to try resist Critical hits.&lt;br /&gt;
&lt;br /&gt;
==== Added Features ====&lt;br /&gt;
Primal Knowledge at 3rd and 10th level&amp;lt;br&amp;gt;&lt;br /&gt;
Resolute Will at 13th level&amp;lt;br&amp;gt;&lt;br /&gt;
Gifted Strength at 15th level&amp;lt;br&amp;gt;&lt;br /&gt;
Shared Strength at 17th level&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subclasses ===&lt;br /&gt;
&lt;br /&gt;
==== Subclass Changes ====&lt;br /&gt;
Added the Chimera, Hydra, and Sphinx as options for Path of Totem Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Completely reworked Path of Battlerager&lt;br /&gt;
&lt;br /&gt;
==== Added Subclasses ====&lt;br /&gt;
Added Path of Crucibles&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Giants&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Glaciers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Impulse&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Ravenous Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Strikers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Subjugators&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Wrestlers&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1455</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1455"/>
		<updated>2022-11-09T18:38:03Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Vice Grip */Added missing “you”&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Barbarian =&lt;br /&gt;
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.&amp;lt;br&amp;gt;&lt;br /&gt;
A hobgoblin snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.&amp;lt;br&amp;gt;&lt;br /&gt;
Frothing at the mouth, a dwarf slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.&amp;lt;br&amp;gt;&lt;br /&gt;
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.&amp;lt;br&amp;gt;&lt;br /&gt;
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Rage, Unarmored Defense || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Reckless Attack, Danger Sense || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Primal Path, Primal Knowledge || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Extra Attack, Fast Movement || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Primal Path Feature || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || Feral Instinct, Instinctive Pounce || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || Brutal Critical (2 Times), Resolute Will || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Primal Path Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Relentless Rage || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || Brutal Critical (3 Times), Stored Strength || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Primal Path Feature || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || Persistent Rage, Gifted Strength || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || Brutal Critical (4 Times), Shared Strength || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Indomitable Might || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Primal Champion || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d12 per Barbarian Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 12 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d12 (or 7) + your Constitution Modifier per Barbarian Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, and Shields&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Constitution.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; One Simple or Martial Melee Weapon, two Simple Weapons, one Equipment Pack, and five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
At 1st level you can enter a state of mindless, focused, flow, often channeled as rage and wrath. On your turn you can enter Rage as a Bonus Action, if you aren’t wearing Heavy Armor, you gain the following benefits.&lt;br /&gt;
*You have advantage on Strength Checks and Saving Throws&lt;br /&gt;
*You make an attack with a weapon using Strength you gain a bonus to damage equal to your Proficiency Bonus&lt;br /&gt;
*You have Resistance to Bludgeoning, Piercing, and Slashing Damage&lt;br /&gt;
You cannot cast Spells or Concentrate on effects while Raging. Your Rage lasts for 1 minute, but ends early if you fall Unconscious or end your turn without performing an attack or if you haven’t been attacked since the end of your turn. You can also end it early as a Free Action. You can use this feature a number of times equal to your Proficiency Bonus, retaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
Also starting at 1st level, while you are not wearing armor, you have an Armor Class of 10 + Your Dexterity Modifier + Your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you gain the ability to abandon defense to effectively harm your foes. When you make an attack with a weapon using Strength on your turn, you can choose to gain advantage on that attack and all future attacks that use Strength that you make on your turn, but all attack rolls against you have advantage until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have advantage on Dexterity Saving Throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be Blinded, Deafened, or Incapacitated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 3rd level you gain one of the following Proficiencies, or another Proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
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 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
At 5th level you can perform an additional attack as part of the Attack action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your Speed increases by 10 feet while you aren’t wearing Heavy Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls and cannot be surprised.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Instinctive Pounce ====&lt;br /&gt;
Also at 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, deal 2 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 3 times the max damage at 13th level and 4 times the max damage at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Resolute Will ====&lt;br /&gt;
Also at 9th level, you gain the ability to use your resolute well of power to improve your day to day activities. When you make a skill check, you can expend a hit die to add a d12 to the roll. You can add this bonus before or after you make the roll, but before the DM says whether or not you succeed,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 10th level you gain one of the following proficiencies, or another proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&amp;lt;br&amp;gt;&lt;br /&gt;
If you suffer a critical hit while you’re raging, you can make a Constitution Saving Throw. If you succeed, the attack becomes a normal hit instead.&amp;lt;br&amp;gt;&lt;br /&gt;
This Constitution Saving Throw has a DC of 10 which increases by 5 each time you use this feature. When you finish a long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 13th level, you deal 3 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 4 times the max damage at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stored Strength ====&lt;br /&gt;
Also at 13th level, you gain the ability to recover long-term vitality by sacrificing temporary health. As a bonus action, you can reduce your current hit points by 5. If you do, you recover a hit die.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gifted Strength ====&lt;br /&gt;
Also at 15th level, you gain the ability to invite others into your strength. As a bonus action, you can touch a creature including yourself and expend a Hit Die. The target creature gains one of the following effects you choose:&amp;lt;br&amp;gt;&lt;br /&gt;
*The target heals a number of Hit Points equal to your Constitution Modifier&lt;br /&gt;
*The target gains Resistance to a type of damage of your choice for 1 minute&lt;br /&gt;
*The target gains a Climbing Speed or Swimming Speed equal to your Walking Speed for 1 hour.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 17th level, you deal 4 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Shared Strength ==== &lt;br /&gt;
Also at 17th level, when you hit on an attack roll, you can expend a hit dice to heal up to two other creatures within 15ft of you a number of hit points equal to 1 roll of the hit dice you expended + your Constitution Modifier (minimum 1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
= Primal Paths =&lt;br /&gt;
&lt;br /&gt;
== Path of Ancestral Guardians ==&lt;br /&gt;
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.&lt;br /&gt;
&lt;br /&gt;
==== Ancestral Protectors ====&lt;br /&gt;
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, causing them to surround and harass that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the start of your next turn, that creature has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Shield ====&lt;br /&gt;
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.&lt;br /&gt;
&lt;br /&gt;
==== Consult the Spirits ====&lt;br /&gt;
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast either spell in this way a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Vengeful Ancestors ====&lt;br /&gt;
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.&lt;br /&gt;
&lt;br /&gt;
== Path of Battleragers ==&lt;br /&gt;
Barbarians who embody pure chaos and rage often become Battlerager barbarians. They use special spiked armor to grab their foes in combat and harm them by being in pure proximity to you. &lt;br /&gt;
&lt;br /&gt;
==== Imbue Spikes ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to transform a set of medium armor into Spike Armor. When you finish a long rest you can touch a set of medium armor, it magically grows spikes and becomes Spike Armor, which has an AC of 14 + Dexterity Modifier (max 2).&amp;lt;br&amp;gt;&lt;br /&gt;
If the set of medium armor was magical in any way, that benefit is transferred to your Spike Armor.&lt;br /&gt;
&lt;br /&gt;
==== Battlerager Armor ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
While you are wearing spiked armor, you gain spikes which deals 1d8 Piercing Damage and can be used as an unarmed attack.&lt;br /&gt;
&lt;br /&gt;
==== Grappling Spikes ====&lt;br /&gt;
Also at 3rd level, you learn better how to use your spikes to grapple creatures. While raging, if you grapple a creature, you deal Piercing Damage to the target equal to your Strength Modifier. At the start of each of the creature&#039;s turns, it takes this Damage again if it is still grappled and you are still raging.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Abandon ====&lt;br /&gt;
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.&lt;br /&gt;
&lt;br /&gt;
==== Battlerager Charge ====&lt;br /&gt;
Also at 6th level, your pure raging chaos quickens your stride. Your speed increases by 10ft, and you can take the Dash action as a bonus action.&lt;br /&gt;
&lt;br /&gt;
==== Vice Grip ====&lt;br /&gt;
At 10th level, you become a natural at grappling creatures. Whenever you take the Attack Action, you can also attempt to grapple a creature as part of that action.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, you are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger then you.&lt;br /&gt;
&lt;br /&gt;
==== Spiked Retribution ====&lt;br /&gt;
At 14th level, when a creature enters a space within 5ft of you, or a creature within 5ft of you takes an action or bonus action, you can cause them to take Piercing Damage equal to your Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
== Path of Beasts ==&lt;br /&gt;
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations.&lt;br /&gt;
&lt;br /&gt;
==== Form of the Beast ====&lt;br /&gt;
Starting at 3rd level when you choose this subclass, 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 modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage:&lt;br /&gt;
*&#039;&#039;&#039;Bite.&#039;&#039;&#039; Your mouth transforms into a bestial muzzle or great mandibles. 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 proficiency bonus, provided you have less than half your hit points when you hit.&lt;br /&gt;
*&#039;&#039;&#039;Claws.&#039;&#039;&#039; Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. 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.&lt;br /&gt;
*&#039;&#039;&#039;Tail.&#039;&#039;&#039; You 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.&lt;br /&gt;
&lt;br /&gt;
==== Bestial Soul ====&lt;br /&gt;
At 6th level, 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 non-magical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a long rest, choose one of the following benefits, which lasts until you finish your next or long rest:&lt;br /&gt;
*&#039;&#039;&#039;Climbing.&#039;&#039;&#039; You gain a Climbing Speed equal to your Walking Speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.&lt;br /&gt;
*&#039;&#039;&#039;Jumping.&#039;&#039;&#039; When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.&lt;br /&gt;
*&#039;&#039;&#039;Swimming.&#039;&#039;&#039; You gain a Swimming Speed equal to your Walking speed, and you can breathe underwater.&lt;br /&gt;
&lt;br /&gt;
==== Infectious Fury ====&lt;br /&gt;
At 10th level, 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 must succeed on a Wisdom Saving Throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):&lt;br /&gt;
*The target must use its reaction to make a melee attack against another creature of your choice that you can see.&lt;br /&gt;
*The target takes 2d12 Psychic Damage.&lt;br /&gt;
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Call the Hunt ====&lt;br /&gt;
At 14th level, 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 modifier (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 each use the following benefit 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.&lt;br /&gt;
&lt;br /&gt;
== Path of Berserkers ==&lt;br /&gt;
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
==== Frenzy ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you go into a frenzy while raging. While raging, you can make a single melee weapon attack as a bonus action on each of your turns after this one.&lt;br /&gt;
&lt;br /&gt;
==== Mindless Rage ====&lt;br /&gt;
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
==== Intimidating Presence ====&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
==== Retaliation ====&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;br /&gt;
&lt;br /&gt;
== Path of Crucibles ==&lt;br /&gt;
Some Barbarians bottle up their rage, causing physical heat to boil inside of them, eventually overheating and exploding out in pure fury. These hot-headed ragers walk the Path of Crucibles &lt;br /&gt;
&lt;br /&gt;
==== Thermal Core ====&lt;br /&gt;
Starting when you chose this path at 3rd level, you slowly build up kinetic energy and heat while raging, eventually letting it out uncontrollably. During your rage, every time you hit on a weapon attack roll, and you are hit by a weapon attack roll, you gain one Core Temperature Die. These dice are d4s, and increase in size as you gain levels in this class, at 6th level (d6), at 10th level (d8), at 14th level (d10), and at 18th level (d12).&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When you would gain a Core Temperature Dice while at your maximum held, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.&amp;lt;br&amp;gt;&lt;br /&gt;
When this occurs, all other creatures within 30ft must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you lost, or half as much on a successful Save.&lt;br /&gt;
&lt;br /&gt;
==== Burning Heart ====&lt;br /&gt;
Also at 3rd level, your natural heat allows you to resist the most extreme conditions. You ignore the effects of Extreme Heat and Extreme Cold. Additionally, while sleeping, you provide the warmth of a campfire to creatures within 15ft of you.&lt;br /&gt;
&lt;br /&gt;
==== Blazing Core ====&lt;br /&gt;
Beginning at 6th level, your inner forge allows you to provide light, and protection to your allies, warding them from the bitter frost of death.&amp;lt;br&amp;gt;&lt;br /&gt;
Your body becomes constantly wreathed in harmless flames. These flames give off bright light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed dim light for an additional number of feet equal to this radius.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when a creature within 15ft of you makes a Death Saving Throw, you can use your Reaction to grant that save advantage.&lt;br /&gt;
&lt;br /&gt;
==== Molten Core ====&lt;br /&gt;
At 10th level, you learn to control your inner fire. You gain the following ways to spend your Core Temperature Dice:&lt;br /&gt;
*When you hit on a weapon attack, you can expend a Core Temperature Dice to deal additional Fire damage to the target equal to two rolls of your Core Temperature Dice.&lt;br /&gt;
*You use your stored kinetic energy to leap through fire, as a Bonus Action you can expend one of your Core Temperature Dice to teleport a number of feat equal to 5 times your Proficiency Bonus. When you do so, you deal fire damage equal to your Proficiency to all creatures within 5ft of you.&lt;br /&gt;
*A burst of magma leaps from your chest to a nearby creature. When you take the attack actions, you can expend any number of Core Temperature Dice to replace that number of attacks with a Ranged Weapon Attack Roll using your Constitution that Deals Fire Damage equal to two rolls of your Core Temperature Dice and has a range of 15/60ft, you apply your Rage Damage to these attacks.&lt;br /&gt;
&lt;br /&gt;
==== Blazing Mastery ====&lt;br /&gt;
Beginning at 14th level, your inner well of heat grows deeper. You can now hold a number of Core Temperature Dice equal to 2 times your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain your heat more quickly, now, when you hit on a Weapon Attack or are hit with a Weapon Attack, you gain 2 Core Temperature Dice instead of 1, and you gain 1 Core Temperature Dice at the start of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, as an Action on your turn you can expend all of your Core Temperature Dice to unleash a controlled burst of heat.&amp;lt;br&amp;gt;&lt;br /&gt;
All creatures of you choice within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you expended, or half as much on a successful Save.&lt;br /&gt;
&lt;br /&gt;
== Path of Giants ==&lt;br /&gt;
Barbarians who walk the Path of Giants draw strength from the primal forces that are the Giants and their elemental ilk. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might.&lt;br /&gt;
During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.&lt;br /&gt;
&lt;br /&gt;
==== Giant Power ====&lt;br /&gt;
When you choose this path at 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the Druidcraft or Thaumaturgy cantrip (your choice). Constitution is your spellcasting ability for this spell.&lt;br /&gt;
&lt;br /&gt;
==== Giant’s Havoc ====&lt;br /&gt;
Also at 3rd level, your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:&lt;br /&gt;
*When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.&lt;br /&gt;
*Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.&lt;br /&gt;
&lt;br /&gt;
==== Elemental Cleaver ====&lt;br /&gt;
At 6th level, your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 Damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.&lt;br /&gt;
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types, you can also use a bonus action to change the infused weapon.&lt;br /&gt;
&lt;br /&gt;
==== Mighty Impel ====&lt;br /&gt;
At 10th level, your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.&amp;lt;br&amp;gt;&lt;br /&gt;
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.&lt;br /&gt;
&lt;br /&gt;
==== Demiurgic Colossus ====&lt;br /&gt;
At 14th level, the primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller. In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.&lt;br /&gt;
&lt;br /&gt;
== Path of Glaciers ==&lt;br /&gt;
Born from the frigid and daunting realm of the Northern Continent of the Wild-Plains, barbarians who follow the Path of Glaciers have learned to harbor the resolute stillness, patience, and unwavering determination and destruction of the icy landscape. These warriors transform their bodies into powerful moving bunkers that are as difficult to take down as they are to escape from.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians that follow this path are often trained hunters who enjoy the patient stalking of prey. They thrive on the peril they impose on their fleeing targets, and take special pride in their slow-and-steady approach.&lt;br /&gt;
&lt;br /&gt;
==== Permafrost ====&lt;br /&gt;
Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you’re not wearing any armor, you gain a +1 bonus to your AC.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, your rage is a cold and patient well of power. When your rage would end early due to you either not attacking or taking damage after taking the Dodge action, you can choose to maintain it instead.&lt;br /&gt;
&lt;br /&gt;
==== Frostbite ====&lt;br /&gt;
Also at 3rd level, you can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while you’re raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d6 cold damage from the attack. This damage increases when you reach certain levels in this class, increasing to 2d6 cold damage at 10th level and 3d6 at 14th level.&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Cold Fortress ====&lt;br /&gt;
By 6th level, you learn to further channel the icy resilience within you. When you enter a rage and are not wearing any armor, your skin becomes shielded by a protective layer of frost. This frost grants you a number of temporary hit points equal to 1d12 + your Constitution modifier that last for 1 hour. You can use a bonus action on your following turns while you’re raging to expend a Hit Die to gain these temporary hit points again. When you do, the number of temporary hit points you gain is equal to the maximum roll of the expended Hit Die + your Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
==== Deep Sleep ====&lt;br /&gt;
At 10th level, you can choose to enter a deep state of hibernation when you take a long rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.&amp;lt;br&amp;gt;&lt;br /&gt;
You awake from this rest after 6 hours or when you take damage or a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice.&lt;br /&gt;
&lt;br /&gt;
==== Icy Burst ====&lt;br /&gt;
Also at 10th level, you can use an action to send out a shockwave of ice. All creatures in a 30ft emanation must make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your Constitution Modifier. All creatures that fail the Save take a number of d8s of cold damage equal to your proficiency bonus and are Slowed until the end of your next turn, and taking half as much damage on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
==== Never-Ending Fortitude ====&lt;br /&gt;
At 14th level, you become as unstoppable as a mighty glacier. When you take damage, you can use your Reaction to reduce that damage by 2d12. Additionally, you can only be knocked Prone if you choose to be, and you are immune to being Frightened and Slowed.&lt;br /&gt;
&lt;br /&gt;
== Path of Impulse ==&lt;br /&gt;
All barbarians are well acquainted with the concept of harnessing from a deep emotional well. However, some barbarians learn to explore facets of their emotional spirit other than rage alone, tapping into the varied emotional experience of a mortal mind.&lt;br /&gt;
&lt;br /&gt;
==== Emotional State ====&lt;br /&gt;
When you choose this path at 3rd level, whenever you go into a rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are raging.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sorrow.&#039;&#039;&#039; You tap into a deep sadness within you. You gain Resistance to Radiant, Cold, and Psychic Damage, as your body becomes disconnected and senseless. Whenever you take damage that you are resistant to, you can use your Reaction to reduce the damage that you take by 3. This damage reduction is applied after you calculate resistance. This damage reduction increases to 4 at 9th level and 5 at 16th level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fury.&#039;&#039;&#039; You sharpen the mindless anger of a normal rage to focus your anger to a sharpened point. You gain Resistance to Poison, Acid, and Necrotic damage, as your fury burns corrupting forces from your body. Additionally, your additional rage damage is equal to double your Proficiency bonus, instead of your Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Joy.&#039;&#039;&#039; You are overtaken by giddy excitement in the rush of battle. You gain resistance to Force, Fire, and Lightning damage, as your own energy burns as hot as magical force. Additionally, your movement speed increases by 5 feet. This additional movement speed increases to 10 feet at 9th level and to 15 feet at 16th level. This movement speed is in addition to the movement speed increase granted by Fast Movement.&lt;br /&gt;
&lt;br /&gt;
==== Ardent Strikes ====&lt;br /&gt;
Starting at 6th level, the emotional energy within you begins to suffuse your weapons. While you are raging and in an Emotional State, you may cause any weapon attacks you make to deal one of the damage types that your chosen Emotional State grants you resistance to, rather than the weapon’s usual damage.&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2.&lt;br /&gt;
&lt;br /&gt;
==== Drain Passion ====&lt;br /&gt;
At 10th level, you gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions spell and use your Constitution for your spellcasting ability&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast this spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
When you enter an Emotional State, you can cast this spell as part of the same bonus action, expending one use of this ability. You can not lose concentration on this spell due to entering your rage. However, you can still lose concentration by other methods, such as failing a saving throw to maintain concentration or becoming incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
Starting at 14th level, you can release your pent-up emotions in a single burst. When you hit with an attack affected by your Ardent Strikes ability, you can choose to immediately end your rage. If you do so, the attack immediately deals an additional 3d12 damage of the chosen damage type.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have used this ability, you cannot enter the Emotional State that you were in when you used this ability until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Ravenous Warriors ==&lt;br /&gt;
Some who walk the path of boundless rage gain an eternal and endless hunger. This hunger. fuels them, but to compensate, their appetites grow, consuming foes even on the battlefield. These are the Barbarians who walk the Path of Ravenous Warriors&lt;br /&gt;
&lt;br /&gt;
==== Bottomless Stomach ====&lt;br /&gt;
At 3rd level, your body is used to a constant hunger. For every level of Exhaustion you have, you subtract half that much (rounded down) from any Attack Roll, Ability Check, or Saving Throw you make, rather then subtract that must. Additionally, while raging, you are immune to the effects of exhaustion, and finishing a Long Rest removes two levels of exhaustion.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
You gain Proficiency with Cook&#039;s Utensils. Additionally while raging, if you hit on a weapon attack roll, you can gain one level of exhaustion, spending a massive reserve of your energy, to choose one of the following effects:&lt;br /&gt;
*If the creature you hit is Large or smaller, it falls prone and is pushed 10ft in a direction of your choice.&lt;br /&gt;
*You recover Hit Points equal to half the damage your dealt by your attack.&lt;br /&gt;
*For this attack you ignore the target&#039;s damage resistances.&lt;br /&gt;
*You immediately make two additional attacks, targeting two creatures which you haven&#039;t attacked this turn.&lt;br /&gt;
&lt;br /&gt;
==== Breakfast ====&lt;br /&gt;
At 6th level, you’ve learned how to cook meals that give you an edge in battle. If you spend one hour cooking, you may expend a Hit Die to create a meal that can be eaten as an action, removing one level of exhaustion once eaten. A meal gives one of the following benefits, chosen when made. Its additional benefits last for six hours, or until you eat another one of these meals. &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Medicinal.&#039;&#039;&#039; Whenever you take Poison damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the Poison condition&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Spicy.&#039;&#039;&#039; Whenever you take Cold damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme cold.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chilled.&#039;&#039;&#039; Whenever you take Fire damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme heat.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Filling.&#039;&#039;&#039; You gain Temporary Hit Points equal to your level. You also have advantage on Constitution Checks and Saving Throws.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you create a meal this way, you create a number of portions equal to your Wisdom Modifier + your Proficiency Bonus. They spoil after a number of hours equal to your Wisdom Modifier.&lt;br /&gt;
&lt;br /&gt;
==== Lunch ====&lt;br /&gt;
Starting at 10th level, the pit of hunger in your stomach grants you a terrible power. If you have four or more levels of exhaustion while raging, you gain Consume as a Melee Weapon Attack, dealing 2d12 Piercing Damage. On a hit, the target then makes a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus, on a failure, the target gains a level of exhaustion, and you lose a level of exhaustion.&amp;lt;br&amp;gt;&lt;br /&gt;
If you reduce a creature to 0 Hit Points, your Strength and Constitution scores increase by 2 until the end of your Rage, up to a maximum of 28.&lt;br /&gt;
&lt;br /&gt;
==== Dinner ====&lt;br /&gt;
At 14th level, you can replicate the effects of a 1st level Absorb Elements spell at will, however, you can use it with the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, and thunder. The somatic components for this effect are chewing and swallowing, and you do not need a free hand to use it.&lt;br /&gt;
&lt;br /&gt;
== Path of Storm Heralds ==&lt;br /&gt;
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.&lt;br /&gt;
&lt;br /&gt;
==== Storm Aura ====&lt;br /&gt;
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.&lt;br /&gt;
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.&lt;br /&gt;
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; When this effect is activated, all other creatures of your choice in your aura take 1d4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target cannot take bonus actions until the start of your next turn and takes 1d6 lightning damage on a failed save and half as much damage on a successful one and can take bonus actions. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; When this effect is activated, each creature of your choice in your aura gains 1d4 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
&lt;br /&gt;
==== Storm Soul ====&lt;br /&gt;
At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; You gain resistance to fire damage, and you don’t suffer the effects of extreme heat. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet, or increase your swimming speed by 10ft if you already have one.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; You gain resistance to cold damage, and you don’t suffer the effects of extreme cold. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.&lt;br /&gt;
&lt;br /&gt;
==== Shielding Storm ====&lt;br /&gt;
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.&lt;br /&gt;
&lt;br /&gt;
==== Raging Storm ====&lt;br /&gt;
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.&lt;br /&gt;
&lt;br /&gt;
== Path of Strikers ==&lt;br /&gt;
Strikers harness the primordial power of the storm to wreak havoc upon their foes, through stealing their sight, their movement, or simply crushing them before they have the chance to act at all. They are a unique type of defender for their allies, their protection being somewhat a byproduct of the sheer devastation they inflict upon the enemy. They are not simply a conduit for the wrath of the storm, though, but instead wield it with thought and practice, shaping it into devastating strikes and unique abilities some would almost comparable to spellcraft, mimicing the sometimes unpredictable and sudden wrath of a tempest, changing these abilites like the weather with the seasons. Though they may seem dangerous and collateral-prone, Strikers are mindful to shape their lightning around and away from their allies, diffusing it through a combination of sheer will and practiced talent.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Striker could develop their powers in a number of ways. Some may be from a long lineage of Strikers, or were caught in a freak magical storm and left with some of that residual energy. However you came to be a Striker, you embody chaos and control in equal measure, proving that the best defense is an overwhelming offense.&lt;br /&gt;
&lt;br /&gt;
==== Titan ====&lt;br /&gt;
At 3rd level, you find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal 1d6 + your Strength Modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.&lt;br /&gt;
Additionally, you gain Proficiency and Expertise in Athletics.&lt;br /&gt;
&lt;br /&gt;
==== Fists of Havoc ====&lt;br /&gt;
Also at 3rd level, your rages are empowered by your thunderous might. While raging, you gain the following benefits:&lt;br /&gt;
*You gain Resistance to Lightning Damage, and your unarmed strikes deal Lightning Damage instead of their normal damage type.&lt;br /&gt;
*Your jump heights and distances are doubled.&lt;br /&gt;
*Whenever you grapple or shove a creature, they take Lightning damage equal to 1d4+ your Proficiency Bonus.&lt;br /&gt;
*As a part of the bonus action to Rage, and as a bonus action during your Rage, you may make one Unarmed Strike attack&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Arsenal ====&lt;br /&gt;
At 6th level, your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of the class description.&lt;br /&gt;
You may change one or both of these abilities to another from the same list at the end of a a long rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
A Reach or Strike can be used in place of any unarmed strike attack you would make during your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You have advantage on any saving throws and take half damage from your Reach effects, and are immune to them while raging.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Reach and Strike abilities use your Arsenal DC in many places. This DC is equal to (8 + your proficiency bonus + your Constiution modifier)&lt;br /&gt;
&lt;br /&gt;
==== Trample ====&lt;br /&gt;
At 10th level, nothing alive or otherwise can stop the storming force that you’ve become.&lt;br /&gt;
Lightning damage you deal ignores resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your unarmed strikes deal an additional 1d4 Lightning damage, and deal double damage to structures and objects.&lt;br /&gt;
&lt;br /&gt;
==== Thundercrash ====&lt;br /&gt;
At 14th level, you have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You have also mastered the ultimate Striker technique; The Thundercrash.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can give yourself a Flying Speed of 150ft until the end of your turn. Once you begin moving, you cannot take any other actions or reactions until your flying movement is exhausted. If you stop moving at any point while using this fly speed, any of your remaining fly speed from this ability is exhausted.&amp;lt;br&amp;gt;&lt;br /&gt;
You can pass through the space of hostile creatures while you have this flight, treating that space as difficult terrain. The first time you pass through a hostile creature’s space during this movement, they take Lightning Damage equal to 2d6 + double your Proficiency Bonus. If you end the movement in the air, you float harmlessly down to the ground at a rate of 30 feet per second.&amp;lt;br&amp;gt;&lt;br /&gt;
If you end the movement touching a surface, you create a devastating shockwave, and all hostile creatures within a 30 foot cube of the impact must make a Dexterity saving throw against your Arsenal DC, or take 4d6 Lightning and 4d6 Thunder damage, and are knocked prone and blinded. On a successful save, they take half damage and are only knocked prone or blinded (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
For one minute after your Thundercrash, any hostile creatures that ends their turn within 30 feet of the impact point need to make a dexterity saving throw, or take 2d6 Lightning Damage on a failure, and half as much on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this ability, you must finish a long rest before you can use it again.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Reach ====&lt;br /&gt;
All Reaches are considered simple thrown weapons, with which you are proficient. They have a range of 30/40ft.&amp;lt;br&amp;gt;&lt;br /&gt;
They appear as Tiny objects, whose appearance you choose.&amp;lt;br&amp;gt;&lt;br /&gt;
They are summoned to your hand when you choose to attack with them, and dissapear in a small shower of sparks as soon as their effects conclude, or if they exit their range.&lt;br /&gt;
If you miss an attack roll with a Reach, it will fly past the target of the attack, until it hits another creature or surface, or exits its range.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thunderclap Reach.&#039;&#039;&#039; This reach sticks to any creature or surface it hits, and faces back towards you. As soon as it hits a surface or creature, and at the start of your next turn, all creatures of your choice within a 15 foot cone out from the surface or creature this Reach hits must make a Dexterity Saving Throw against your Arsenal DC. They take 3d6+ your Rage damage bonus in lightning damage on a fail, or half as much on a save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Blinding Reach.&#039;&#039;&#039; As soon as this Reach impacts a creature or surface, all creatures of your choice within a 15 foot cube take lightning damage equal to your Rage damage bonus, and need to make a Constitution Saving Throw against your Arsenal DC, or be blinded until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pulsing Reach.&#039;&#039;&#039; As soon as a this reach impacts a creature or surface, all creatures of your choice within a 15 foot cube need to make a Strength Saving Throw against your Arsenal DC, or take 1d6+ your Rage damage bonus in Lightning damage, and be knocked prone. On a save, a creature takes half damage and is not knocked prone.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Strike ====&lt;br /&gt;
&#039;&#039;&#039;Seismic Strike.&#039;&#039;&#039; When you take the Dash action, you can run directly into a creature, and make an unarmed strike attack (no action required). If the attack hits, deal extra lightning damage equal to your rage damage bonus, and the creature must make a Constitution Saving Throw against your Arsenal DC, or be Deafened until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ballistic Strike.&#039;&#039;&#039; When you are at least 10 feet in the air, choose a point you can see on the ground. This point can be an equal distance away from how high in the air you are, to a maximum of (10 x your barbarian level). You slam down to that point, taking no fall damage, and you then make an unarmed strike attack against all creatures of your choice within 5 feet of the impact. If an attack hits, it deals extra lightning damage equal to your Rage damage bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaining Strike.&#039;&#039;&#039; When you hit a creature with a melee attack that deals any Lightning damage, a number of other creatures of your choice within 10 feet, up to a number equal to your proficiency bonus, take Lightning damage equal to 1d4 + double your Proficiency Bonus damage bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Subjugators ==&lt;br /&gt;
Those who follow this path grant no mercy and ask for none. Weakness is seen as consent to be crushed by the strong. Those that are conquered are expected to serve not only in life, but also in death.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no great numbers of tribes that follow this path, for the path of the one who would rule the dead is a path made alone, save for the wailing that follows them.&lt;br /&gt;
&lt;br /&gt;
==== Grisly Treasure ====&lt;br /&gt;
At 3rd level, you draw strength from your foes. Beasts and Monstrosities killed by you or your allies can be looted for a trophy if it was killed in a combat you took part in.&amp;lt;br&amp;gt;&lt;br /&gt;
Trophies usually take the form of a body part or a notable item belonging to your enemy and must be displayed openly on your person to benefit you. This can take many forms, such as tying small bones to your clothing, wearing or wielding a notable item belonging to an enemy, or even crafting an item from their corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of trophies equal to your proficiency bonus and taking a new trophy causes the trophy of the lowest CR creature you bear to crumble to dust and be destroyed.&lt;br /&gt;
You cannot take more than one trophy from a single enemy for use with the features of this path.&lt;br /&gt;
&lt;br /&gt;
==== Savage Lore ====&lt;br /&gt;
At 3rd level, you can summon the spirit of your fallen foe. As an Action, you hold forth a creature&#039;s trophy to summon its shade to an unoccupied space you can see within 30 feet of you.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade has the same appearance and statistics that the creature had in life, but it is translucent and has gray tone to it.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade can only obey simple commands such as guarding a location, or following an ally.&amp;lt;br&amp;gt;&lt;br /&gt;
In combat, the shade disregards commands, mindlessly pursuing the closest enemy, making a single attack against that enemy at the end of your turn. The shade&#039;s attacks deal Psychic Damage and use the statistics of the creature it&#039;s based off of.&lt;br /&gt;
The shade disappears if it&#039;s reduced to 0 hit points, you summon another shade, or after it makes a number of attacks equal to your proficiency bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When a shade disappears, the trophy that was used to summon it crumbles to dust and is destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Grim Countenance ====&lt;br /&gt;
At 6th level, while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.&amp;lt;br&amp;gt;&lt;br /&gt;
While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the area of vanquished souls it must succeed a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier, on a failure the target is Slowed and Frightened of you until the end of your Next turn, also the target takes Psychic Damage equal to the Proficiency Bonus of the highest CR creature who&#039;s trophy you bear.&lt;br /&gt;
&lt;br /&gt;
==== Primal Sovereignty ====&lt;br /&gt;
By 10th level, your dominance over the dead is implacable.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Grisly Treasure feature now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the Speak With Dead spell and perceive you as an ally, though you can still only ask 5 questions.&lt;br /&gt;
In addition, you can now use a Bonus Action to precisely direct a shade&#039;s movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding legendary, mythic, villain, and lair actions.&lt;br /&gt;
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Dread Knowledge ====&lt;br /&gt;
At 14th level, you can call upon the greater powers that your enemies possessed in life.&amp;lt;br&amp;gt;&lt;br /&gt;
As an action, you hold forth a trophy to absorb the spirit held within it.&amp;lt;br&amp;gt;&lt;br /&gt;
As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently upon the battlefield it disappears and is drawn into yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
As part of the action you use to absorb the spirit, and on subsequent turns as an action, you may use any single action, legendary action, or spell that was available to the creature that the spirit was in life. This state persists until you use that creature&#039;s action or use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you absorb a spirit, you can&#039;t do so again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Totem Warriors ==&lt;br /&gt;
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.&lt;br /&gt;
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Seeker ====&lt;br /&gt;
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals.&lt;br /&gt;
&lt;br /&gt;
==== Totem Spirit ====&lt;br /&gt;
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, you have advantage on saving throws to resist spells and magical effects. In addition, you gain the benefits of your Danger Sense feature even when you are blinded or deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While you are raging and aren&#039;t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, you can, as a Bonus Action, regain hit points equal to half your barbarian level. If you take fire damage, you cannot use this trait until the end of your next turn. The spirit of the hydra makes you incredibly tenacious in combat.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While raging, you have resistance to psychic damage. In addition, you have advantage on saving throws to see past illusions and resist being charmed. The spirit of the sphinx makes your mind impenetrably sharp.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.&lt;br /&gt;
&lt;br /&gt;
==== Aspect of the Beast ====&lt;br /&gt;
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; You gain the magical senses of a chimera. You can cast Detect Magic, but only as a ritual. Additionally, you gain proficiency in Arcana.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; You gain the relentless endurance of a hydra. As an action, you can reduce your exhaustion level by 1. You can use this action once per long rest. The hydra’s spirit grants you the strength to persevere through the most difficult of circumstances.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039;you are immune to any effect that would sense your emotions, read your thoughts, or magically discern your location. In addition, when you make a Charisma (Deception) check, if the roll on the d20 is lower than your Constitution Score, you can increase your roll to be equal to that score. The spirit of the sphinx makes you proud and imperious.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Walker ====&lt;br /&gt;
At 10th level, you can cast the Commune With Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.&lt;br /&gt;
&lt;br /&gt;
==== Totemic Attunement ====&lt;br /&gt;
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, if you are targeted by a spell, you can use your reaction to immediately move up to your speed. If you end your movement within 5 feet of the caster, the caster must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or the spell is interrupted and the caster takes Bludgeoning Damage equal to 1d12 + your Strength modifier. On a successful save, the spell is not interrupted and the caster takes half damage.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, if you attack at least two different creatures when you take the Attack action, you can make one additional melee weapon attack as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While you are raging, you can use your action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.&lt;br /&gt;
&lt;br /&gt;
== Path of Wild Magic ==&lt;br /&gt;
As folk of deep feeling, barbarians are especially susceptible to wild, fey influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.&lt;br /&gt;
&lt;br /&gt;
==== Magic Awareness ====&lt;br /&gt;
At 3rd level you can open your awareness to the presence of concentrated magic. As an action, until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Wild Surge ====&lt;br /&gt;
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. You can also use a Bonus Action while raging to roll on the table again, replacing the previous effect. All of these effects end when you finish raging. If the effect requires a saving throw or ability check, the DC equals 8 + your Proficiency Bonus + your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wild Magic&lt;br /&gt;
|-&lt;br /&gt;
! d100 !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || You Explode, cast Fireball at 3rd level centered on yourself using Constitution as your spellcasting modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || When a creature within 60ft you take damage, all creatures within 60ft take the same amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || A 30ft cube of ice materializes centered on you, Creatures within begin suffocating and take 1d6 Cold damage at the start of their turn. The Cube has an AC of 5 and a number of Hit Points equal to 5 times your Constitution Modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 7-8 || A black hole opens in your chest, all creatures within 60ft of you must make a Strength saving throw or be pulled 30ft towards you. You must make a Dexterity saving throw or take 1d10 bludgeoning damage at the start of your turn as you are pelted by debris.&lt;br /&gt;
|-&lt;br /&gt;
| 9-10 || Hundreds or arms grow out of your back grasping at nearby creatures. At the start of each of your turns, you attempt to grapple each creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 11-12 || Your body begins emanating inky magical darkness, all creatures within 10ft of you are Blinded.&lt;br /&gt;
|-&lt;br /&gt;
| 13-14 || Animated chains rise out of the floor, all creatures within 30ft of you must&lt;br /&gt;
make a Strength saving throw or be Restrained by the chains. A creature restrained by the chains can use its action to make a Strength (Athletics). On a success, the creature is no longer Restrained&lt;br /&gt;
|-&lt;br /&gt;
| 15-16 || The floor within 60ft of you turns to knee deep custard, any creature that did not move at least 10ft on its turn is restrained and must make a Strength Saving throw at the start of each of its turns to move again.&lt;br /&gt;
|-&lt;br /&gt;
| 17-18 || At the start of each of your turns, you cast the Sleep spell centered on yourself with your Current hit points being the number of Hit Points effected.&lt;br /&gt;
|-&lt;br /&gt;
| 19-20 || A 30ft snowstorm centered on you whips up, each creature apart from you in that area must make a DC 10 Constitution saving throw or suffer Exhaustion 1. the area is also heavily obscured.&lt;br /&gt;
|-&lt;br /&gt;
| 21-22 || Ball bearings spill out of your clothing in a 60ft Radius at the start of each of your turns, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. These ball bearings magically disappear at the end of your turn.&lt;br /&gt;
|-&lt;br /&gt;
| 23-24 || all creatures within 60 ft of you have their legs replaced with the bottom of random chess pieces and can only move like those pieces. This affect end when your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 25-26 || You and all creatures within 15ft of you are reduced to the physique of a child, your speed, damage, and Armor class are halved, and all checks are made at disadvantage.&lt;br /&gt;
|-&lt;br /&gt;
| 27-28 || Your bones vanish, you are immune to bludgeoning damage but automatically fail all strength checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 29-30 || You become stone, you are immune to piercing damage but automatically fail all dexterity checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 31-32 || You turn into translucent jelly, you are immune to slashing damage but automatically fail any constitution checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 33-34 || You legs are replaced by a slugs foot, your speed is reduced to 10 ft and you can walk vertically and upsides down on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 35-36 || Your arms are replaced by fins, you can not hold items and you gain a swim speed equal to double your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
| 37-38 || You grow gills, losing the ability to breath air and gain water breathing, you can also spit a 10ft cone of viscous goo as a bonus action, creatures caught in the cone must make a dexterity saving throw or take 4d4 acid damage.&lt;br /&gt;
|-&lt;br /&gt;
| 39-40 || Your eyes are replaced with compound eyes, you can&lt;br /&gt;
not be flanked but you have disadvantage on all perception checks that rely on&lt;br /&gt;
sight.&lt;br /&gt;
|-&lt;br /&gt;
| 41-42 || You grow a second head, gaining advantage on Intelligence and Wisdom saving throws as well as perception checks, but creatures attacking you have their crit range doubled.&lt;br /&gt;
|-&lt;br /&gt;
| 43-44 || All creatures that start their turn within 60ft of you randomly switch places with another creature within the same radius.&lt;br /&gt;
|-&lt;br /&gt;
| 45-46 || The ground around you for 20 ft becomes semi-fluid like a waterbed, becoming difficult terrain.&lt;br /&gt;
|-&lt;br /&gt;
| 47-48 || At the start of each of your turns, a pit of lava opens up in a random space within 5ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 49-50 || Reroll, keep the previous effect as well as the next one you roll.&lt;br /&gt;
|-&lt;br /&gt;
| 51-52 || Gravity within 120ft of you is turned 90 degrees in a random direction until your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 53-54 || All sound ceases in a 20 ft radius cantered on you.&lt;br /&gt;
|-&lt;br /&gt;
| 55-56 || Creatures you deal damage to drop an amount of Silver Pieces equal to the amount of damage you dealt.&lt;br /&gt;
|-&lt;br /&gt;
| 57-58 || As a bonus action you can make a ranged weapon attack using your Constitution, if you hit you can alter the cut, style and color of the clothes of the target.&lt;br /&gt;
|-&lt;br /&gt;
| 59-60 || The light within 20ft of you takes on a deep red hue and a choir stars singing, granting you advantage on intimidation checks.&lt;br /&gt;
|-&lt;br /&gt;
| 61-62 || You can summon custard pies out of thin air and make a ranged attack, if you hit the creature has disadvantage on charisma checks.&lt;br /&gt;
|-&lt;br /&gt;
| 63-64 || Enemies are randomly attached together in pair until no more pairs can be made, they are attached by rubber bands that pull them 5ft closer to each other each at the start of their turns and will not allow them to be more than 20ft away from each other.&lt;br /&gt;
|-&lt;br /&gt;
| 65-66 || Each action you take is accompanied by musical cue’s and sound effects that can be heard up to 60ft away.&lt;br /&gt;
|-&lt;br /&gt;
| 67-68 || While raging, you cast Vicious Mockery at the start of each of your turns targeting a random creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 69-70 || At the start of each of your turns, a cow drops from the sky at a random location within 10ft of you. a creature in that space must make a Dexterity Saving Throw, or takes 2d10 Bludgeoning Damage and be knocked prone.&lt;br /&gt;
|-&lt;br /&gt;
| 71-72 || Your legs turn into Springs allowing you to jump in any direction up to your full movement.&lt;br /&gt;
|-&lt;br /&gt;
| 73-74 || Your arms become long noodles causing your reach to increase by 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 75-76 || Your hair grows and becomes prehensile, you can use it to make grapple attacks as a bonus action with a range of 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 77-78 || Your torso can spin like a propeller allowing you to make a single attack against all targets within 5ft as an action.&lt;br /&gt;
|-&lt;br /&gt;
| 79-80 || Your body melts and becomes bright pink slime, you are considered amorphous,&lt;br /&gt;
able to move through spaces 1 inch wide without squeezing. You are immune to&lt;br /&gt;
grappling and prone.&lt;br /&gt;
|-&lt;br /&gt;
| 81-82 || Your body grows battlements and arrow slits as well as an army of tiny soldiers. On initiative count 20 the soldiers inside fire two tiny catapults&lt;br /&gt;
at your enemies using Constitution with a range of 40ft dealing 1d6 Piercing Damage + your Rage Damage and shoot a volley of arrows in. 10ft Cone forcing creatures to make a Dexterity Saving Throw, or take 1d4 times your Proficiency Bonus on a failed saving throw, and half as much on a successful save.&lt;br /&gt;
|-&lt;br /&gt;
| 83-84 || You can create at infinite amount of silk rope by pulling it out of your sleeve.&lt;br /&gt;
|-&lt;br /&gt;
| 85-86 || At the start of each of your turns, you can Minute Meteors centered on yourself, using Constitution for your spellcasting ability.&lt;br /&gt;
|-&lt;br /&gt;
| 87-88 || You grow feathered wings that grant you a Flying Speed equal to two times your Walking Speed.&lt;br /&gt;
|-&lt;br /&gt;
| 89-90 || You grow a Star-nosed mole’s nose and gain Tremorsense out to a range of 120ft.&lt;br /&gt;
|-&lt;br /&gt;
| 91-92 || Your skeleton becomes adamant and you become immune to critical hits.&lt;br /&gt;
|-&lt;br /&gt;
| 93-94 || You cast the lightning a Lightning Bolt spell at the start of each of your turns using Constitution as your spellcasting modifier in a random direction also targeting yourself.&lt;br /&gt;
|-&lt;br /&gt;
| 95-96 || Your weapon becomes an energy weapon that makes a loud humming noise and deals an additional 2d6 radiant damage.&lt;br /&gt;
|-&lt;br /&gt;
| 97-98 || You can teleport 60ft to space you can see as a bonus action.&lt;br /&gt;
|-&lt;br /&gt;
| 99-100 || You are surrounded by a burning golden aura. Your Strength, Constitution and Dexterity modifier, as well as your speed, is doubled for the duration of your rage. You also gain Temporary Hit Points equal to 1d12 + your constitution modifier at the start of your turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Magic ====&lt;br /&gt;
Starting at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:&lt;br /&gt;
For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.&lt;br /&gt;
Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.&lt;br /&gt;
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Unstable Backlash ====&lt;br /&gt;
At 10th level, 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.&lt;br /&gt;
&lt;br /&gt;
==== Controlled Surge ====&lt;br /&gt;
At 14th level, you gain masterful control over your surges. Instead of rolling once on the Wild Magic Table, you roll three times and choose any number of the rolled effects.&lt;br /&gt;
&lt;br /&gt;
== Path of Zealots ==&lt;br /&gt;
These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.&lt;br /&gt;
&lt;br /&gt;
==== Divine Fury ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.&lt;br /&gt;
&lt;br /&gt;
==== Warrior of the Three ====&lt;br /&gt;
At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.&lt;br /&gt;
&lt;br /&gt;
==== Zelous Presence ====&lt;br /&gt;
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Rage Beyond Death ====&lt;br /&gt;
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.&amp;lt;br&amp;gt;&lt;br /&gt;
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.&lt;br /&gt;
&lt;br /&gt;
= Changes =&lt;br /&gt;
&lt;br /&gt;
==== Short Rests ====&lt;br /&gt;
Anything that recharges once on a short rest, instead recharges Proficiency Bonus number of times per long rest.&lt;br /&gt;
&lt;br /&gt;
=== Core Class ===&lt;br /&gt;
&lt;br /&gt;
==== Starting Equipment ====&lt;br /&gt;
Greataxe or Melee Martial Weapon | Any Simple or Martial Melee Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Two Handaxes or 1 Simple Weapon | Two Simple Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&#039;s Pack | Equipment Pack&amp;lt;br&amp;gt;&lt;br /&gt;
Four Javelins | Five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Additional Rage Damage ====&lt;br /&gt;
Changed Rage Damage to be based on Proficiency Bonus (+2, 1-4th. +3, 5-8th. +4, 9-12th. +5, 13-16th. +6, 17-20th), rather then seemingly arbitrary bonuses (+2, 1-8th. +3, 9-15. +4, 16-20th), this results in an average Rage Damage increase of +1.65, and with a singular extra attack, a +3.3 DPR increase (+4.95 DPR if duel wielding or Path of Berserkers, and +6.6 if duel wielding and Path of Berserkers)&lt;br /&gt;
&lt;br /&gt;
==== Rage Uses ====&lt;br /&gt;
Rage uses are based on Proficiency Bonus, rather then arbitrary amounts, also based on long rests versus short rests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PB Based&#039;&#039;&#039; 2 uses, 1-4th. 3 uses, 5-8th. 4 uses, 9-12th. 5 uses, 13-16th. 6 uses, 17-20th, per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arbitrary Based&#039;&#039;&#039; 2 uses, 1-3rd. 3 uses, 4-5th. 4 uses, 6-11th. 5 uses, 12-16th. 6 uses, 17-20th, per short or long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
On average this is less rages (+0.25 rages), and you lose the short rest regeneration.&lt;br /&gt;
&lt;br /&gt;
==== Feature Changes ====&lt;br /&gt;
Extra Attack now scales if you have more copies of the feature and reach certain levels (2 copies at 11th level, 3 copies at 20th level)&amp;lt;br&amp;gt;&lt;br /&gt;
Feral Instinct changed from &amp;quot;you ignore surprise if the first thing you do is rage&amp;quot; to &amp;quot;you can&#039;t be surprised&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Relentless Rage now allows you to try resist Critical hits.&lt;br /&gt;
&lt;br /&gt;
==== Added Features ====&lt;br /&gt;
Primal Knowledge at 3rd and 10th level&amp;lt;br&amp;gt;&lt;br /&gt;
Resolute Will at 13th level&amp;lt;br&amp;gt;&lt;br /&gt;
Gifted Strength at 15th level&amp;lt;br&amp;gt;&lt;br /&gt;
Shared Strength at 17th level&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subclasses ===&lt;br /&gt;
&lt;br /&gt;
==== Subclass Changes ====&lt;br /&gt;
Added the Chimera, Hydra, and Sphinx as options for Path of Totem Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Completely reworked Path of Battlerager&lt;br /&gt;
&lt;br /&gt;
==== Added Subclasses ====&lt;br /&gt;
Added Path of Crucibles&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Giants&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Glaciers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Impulse&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Ravenous Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Strikers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Subjugators&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Wrestlers&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1454</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1454"/>
		<updated>2022-11-09T18:37:06Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Grappling Spikes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Barbarian =&lt;br /&gt;
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.&amp;lt;br&amp;gt;&lt;br /&gt;
A hobgoblin snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.&amp;lt;br&amp;gt;&lt;br /&gt;
Frothing at the mouth, a dwarf slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.&amp;lt;br&amp;gt;&lt;br /&gt;
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.&amp;lt;br&amp;gt;&lt;br /&gt;
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Rage, Unarmored Defense || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Reckless Attack, Danger Sense || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Primal Path, Primal Knowledge || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Extra Attack, Fast Movement || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Primal Path Feature || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || Feral Instinct, Instinctive Pounce || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || Brutal Critical (2 Times), Resolute Will || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Primal Path Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Relentless Rage || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || Brutal Critical (3 Times), Stored Strength || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Primal Path Feature || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || Persistent Rage, Gifted Strength || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || Brutal Critical (4 Times), Shared Strength || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Indomitable Might || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Primal Champion || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d12 per Barbarian Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 12 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d12 (or 7) + your Constitution Modifier per Barbarian Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, and Shields&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Constitution.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; One Simple or Martial Melee Weapon, two Simple Weapons, one Equipment Pack, and five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
At 1st level you can enter a state of mindless, focused, flow, often channeled as rage and wrath. On your turn you can enter Rage as a Bonus Action, if you aren’t wearing Heavy Armor, you gain the following benefits.&lt;br /&gt;
*You have advantage on Strength Checks and Saving Throws&lt;br /&gt;
*You make an attack with a weapon using Strength you gain a bonus to damage equal to your Proficiency Bonus&lt;br /&gt;
*You have Resistance to Bludgeoning, Piercing, and Slashing Damage&lt;br /&gt;
You cannot cast Spells or Concentrate on effects while Raging. Your Rage lasts for 1 minute, but ends early if you fall Unconscious or end your turn without performing an attack or if you haven’t been attacked since the end of your turn. You can also end it early as a Free Action. You can use this feature a number of times equal to your Proficiency Bonus, retaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
Also starting at 1st level, while you are not wearing armor, you have an Armor Class of 10 + Your Dexterity Modifier + Your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you gain the ability to abandon defense to effectively harm your foes. When you make an attack with a weapon using Strength on your turn, you can choose to gain advantage on that attack and all future attacks that use Strength that you make on your turn, but all attack rolls against you have advantage until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have advantage on Dexterity Saving Throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be Blinded, Deafened, or Incapacitated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 3rd level you gain one of the following Proficiencies, or another Proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
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 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
At 5th level you can perform an additional attack as part of the Attack action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your Speed increases by 10 feet while you aren’t wearing Heavy Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls and cannot be surprised.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Instinctive Pounce ====&lt;br /&gt;
Also at 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, deal 2 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 3 times the max damage at 13th level and 4 times the max damage at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Resolute Will ====&lt;br /&gt;
Also at 9th level, you gain the ability to use your resolute well of power to improve your day to day activities. When you make a skill check, you can expend a hit die to add a d12 to the roll. You can add this bonus before or after you make the roll, but before the DM says whether or not you succeed,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 10th level you gain one of the following proficiencies, or another proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&amp;lt;br&amp;gt;&lt;br /&gt;
If you suffer a critical hit while you’re raging, you can make a Constitution Saving Throw. If you succeed, the attack becomes a normal hit instead.&amp;lt;br&amp;gt;&lt;br /&gt;
This Constitution Saving Throw has a DC of 10 which increases by 5 each time you use this feature. When you finish a long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 13th level, you deal 3 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 4 times the max damage at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stored Strength ====&lt;br /&gt;
Also at 13th level, you gain the ability to recover long-term vitality by sacrificing temporary health. As a bonus action, you can reduce your current hit points by 5. If you do, you recover a hit die.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gifted Strength ====&lt;br /&gt;
Also at 15th level, you gain the ability to invite others into your strength. As a bonus action, you can touch a creature including yourself and expend a Hit Die. The target creature gains one of the following effects you choose:&amp;lt;br&amp;gt;&lt;br /&gt;
*The target heals a number of Hit Points equal to your Constitution Modifier&lt;br /&gt;
*The target gains Resistance to a type of damage of your choice for 1 minute&lt;br /&gt;
*The target gains a Climbing Speed or Swimming Speed equal to your Walking Speed for 1 hour.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 17th level, you deal 4 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Shared Strength ==== &lt;br /&gt;
Also at 17th level, when you hit on an attack roll, you can expend a hit dice to heal up to two other creatures within 15ft of you a number of hit points equal to 1 roll of the hit dice you expended + your Constitution Modifier (minimum 1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
= Primal Paths =&lt;br /&gt;
&lt;br /&gt;
== Path of Ancestral Guardians ==&lt;br /&gt;
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.&lt;br /&gt;
&lt;br /&gt;
==== Ancestral Protectors ====&lt;br /&gt;
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, causing them to surround and harass that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the start of your next turn, that creature has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Shield ====&lt;br /&gt;
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.&lt;br /&gt;
&lt;br /&gt;
==== Consult the Spirits ====&lt;br /&gt;
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast either spell in this way a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Vengeful Ancestors ====&lt;br /&gt;
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.&lt;br /&gt;
&lt;br /&gt;
== Path of Battleragers ==&lt;br /&gt;
Barbarians who embody pure chaos and rage often become Battlerager barbarians. They use special spiked armor to grab their foes in combat and harm them by being in pure proximity to you. &lt;br /&gt;
&lt;br /&gt;
==== Imbue Spikes ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to transform a set of medium armor into Spike Armor. When you finish a long rest you can touch a set of medium armor, it magically grows spikes and becomes Spike Armor, which has an AC of 14 + Dexterity Modifier (max 2).&amp;lt;br&amp;gt;&lt;br /&gt;
If the set of medium armor was magical in any way, that benefit is transferred to your Spike Armor.&lt;br /&gt;
&lt;br /&gt;
==== Battlerager Armor ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
While you are wearing spiked armor, you gain spikes which deals 1d8 Piercing Damage and can be used as an unarmed attack.&lt;br /&gt;
&lt;br /&gt;
==== Grappling Spikes ====&lt;br /&gt;
Also at 3rd level, you learn better how to use your spikes to grapple creatures. While raging, if you grapple a creature, you deal Piercing Damage to the target equal to your Strength Modifier. At the start of each of the creature&#039;s turns, it takes this Damage again if it is still grappled and you are still raging.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Abandon ====&lt;br /&gt;
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.&lt;br /&gt;
&lt;br /&gt;
==== Battlerager Charge ====&lt;br /&gt;
Also at 6th level, your pure raging chaos quickens your stride. Your speed increases by 10ft, and you can take the Dash action as a bonus action.&lt;br /&gt;
&lt;br /&gt;
==== Vice Grip ====&lt;br /&gt;
At 10th level, you become a natural at grappling creatures. Whenever you take the Attack Action, you can also attempt to grapple a creature as part of that action.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger then you.&lt;br /&gt;
&lt;br /&gt;
==== Spiked Retribution ====&lt;br /&gt;
At 14th level, when a creature enters a space within 5ft of you, or a creature within 5ft of you takes an action or bonus action, you can cause them to take Piercing Damage equal to your Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
== Path of Beasts ==&lt;br /&gt;
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations.&lt;br /&gt;
&lt;br /&gt;
==== Form of the Beast ====&lt;br /&gt;
Starting at 3rd level when you choose this subclass, 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 modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage:&lt;br /&gt;
*&#039;&#039;&#039;Bite.&#039;&#039;&#039; Your mouth transforms into a bestial muzzle or great mandibles. 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 proficiency bonus, provided you have less than half your hit points when you hit.&lt;br /&gt;
*&#039;&#039;&#039;Claws.&#039;&#039;&#039; Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. 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.&lt;br /&gt;
*&#039;&#039;&#039;Tail.&#039;&#039;&#039; You 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.&lt;br /&gt;
&lt;br /&gt;
==== Bestial Soul ====&lt;br /&gt;
At 6th level, 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 non-magical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a long rest, choose one of the following benefits, which lasts until you finish your next or long rest:&lt;br /&gt;
*&#039;&#039;&#039;Climbing.&#039;&#039;&#039; You gain a Climbing Speed equal to your Walking Speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.&lt;br /&gt;
*&#039;&#039;&#039;Jumping.&#039;&#039;&#039; When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.&lt;br /&gt;
*&#039;&#039;&#039;Swimming.&#039;&#039;&#039; You gain a Swimming Speed equal to your Walking speed, and you can breathe underwater.&lt;br /&gt;
&lt;br /&gt;
==== Infectious Fury ====&lt;br /&gt;
At 10th level, 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 must succeed on a Wisdom Saving Throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):&lt;br /&gt;
*The target must use its reaction to make a melee attack against another creature of your choice that you can see.&lt;br /&gt;
*The target takes 2d12 Psychic Damage.&lt;br /&gt;
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Call the Hunt ====&lt;br /&gt;
At 14th level, 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 modifier (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 each use the following benefit 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.&lt;br /&gt;
&lt;br /&gt;
== Path of Berserkers ==&lt;br /&gt;
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
==== Frenzy ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you go into a frenzy while raging. While raging, you can make a single melee weapon attack as a bonus action on each of your turns after this one.&lt;br /&gt;
&lt;br /&gt;
==== Mindless Rage ====&lt;br /&gt;
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
==== Intimidating Presence ====&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
==== Retaliation ====&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;br /&gt;
&lt;br /&gt;
== Path of Crucibles ==&lt;br /&gt;
Some Barbarians bottle up their rage, causing physical heat to boil inside of them, eventually overheating and exploding out in pure fury. These hot-headed ragers walk the Path of Crucibles &lt;br /&gt;
&lt;br /&gt;
==== Thermal Core ====&lt;br /&gt;
Starting when you chose this path at 3rd level, you slowly build up kinetic energy and heat while raging, eventually letting it out uncontrollably. During your rage, every time you hit on a weapon attack roll, and you are hit by a weapon attack roll, you gain one Core Temperature Die. These dice are d4s, and increase in size as you gain levels in this class, at 6th level (d6), at 10th level (d8), at 14th level (d10), and at 18th level (d12).&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When you would gain a Core Temperature Dice while at your maximum held, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.&amp;lt;br&amp;gt;&lt;br /&gt;
When this occurs, all other creatures within 30ft must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you lost, or half as much on a successful Save.&lt;br /&gt;
&lt;br /&gt;
==== Burning Heart ====&lt;br /&gt;
Also at 3rd level, your natural heat allows you to resist the most extreme conditions. You ignore the effects of Extreme Heat and Extreme Cold. Additionally, while sleeping, you provide the warmth of a campfire to creatures within 15ft of you.&lt;br /&gt;
&lt;br /&gt;
==== Blazing Core ====&lt;br /&gt;
Beginning at 6th level, your inner forge allows you to provide light, and protection to your allies, warding them from the bitter frost of death.&amp;lt;br&amp;gt;&lt;br /&gt;
Your body becomes constantly wreathed in harmless flames. These flames give off bright light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed dim light for an additional number of feet equal to this radius.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when a creature within 15ft of you makes a Death Saving Throw, you can use your Reaction to grant that save advantage.&lt;br /&gt;
&lt;br /&gt;
==== Molten Core ====&lt;br /&gt;
At 10th level, you learn to control your inner fire. You gain the following ways to spend your Core Temperature Dice:&lt;br /&gt;
*When you hit on a weapon attack, you can expend a Core Temperature Dice to deal additional Fire damage to the target equal to two rolls of your Core Temperature Dice.&lt;br /&gt;
*You use your stored kinetic energy to leap through fire, as a Bonus Action you can expend one of your Core Temperature Dice to teleport a number of feat equal to 5 times your Proficiency Bonus. When you do so, you deal fire damage equal to your Proficiency to all creatures within 5ft of you.&lt;br /&gt;
*A burst of magma leaps from your chest to a nearby creature. When you take the attack actions, you can expend any number of Core Temperature Dice to replace that number of attacks with a Ranged Weapon Attack Roll using your Constitution that Deals Fire Damage equal to two rolls of your Core Temperature Dice and has a range of 15/60ft, you apply your Rage Damage to these attacks.&lt;br /&gt;
&lt;br /&gt;
==== Blazing Mastery ====&lt;br /&gt;
Beginning at 14th level, your inner well of heat grows deeper. You can now hold a number of Core Temperature Dice equal to 2 times your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain your heat more quickly, now, when you hit on a Weapon Attack or are hit with a Weapon Attack, you gain 2 Core Temperature Dice instead of 1, and you gain 1 Core Temperature Dice at the start of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, as an Action on your turn you can expend all of your Core Temperature Dice to unleash a controlled burst of heat.&amp;lt;br&amp;gt;&lt;br /&gt;
All creatures of you choice within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you expended, or half as much on a successful Save.&lt;br /&gt;
&lt;br /&gt;
== Path of Giants ==&lt;br /&gt;
Barbarians who walk the Path of Giants draw strength from the primal forces that are the Giants and their elemental ilk. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might.&lt;br /&gt;
During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.&lt;br /&gt;
&lt;br /&gt;
==== Giant Power ====&lt;br /&gt;
When you choose this path at 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the Druidcraft or Thaumaturgy cantrip (your choice). Constitution is your spellcasting ability for this spell.&lt;br /&gt;
&lt;br /&gt;
==== Giant’s Havoc ====&lt;br /&gt;
Also at 3rd level, your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:&lt;br /&gt;
*When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.&lt;br /&gt;
*Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.&lt;br /&gt;
&lt;br /&gt;
==== Elemental Cleaver ====&lt;br /&gt;
At 6th level, your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 Damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.&lt;br /&gt;
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types, you can also use a bonus action to change the infused weapon.&lt;br /&gt;
&lt;br /&gt;
==== Mighty Impel ====&lt;br /&gt;
At 10th level, your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.&amp;lt;br&amp;gt;&lt;br /&gt;
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.&lt;br /&gt;
&lt;br /&gt;
==== Demiurgic Colossus ====&lt;br /&gt;
At 14th level, the primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller. In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.&lt;br /&gt;
&lt;br /&gt;
== Path of Glaciers ==&lt;br /&gt;
Born from the frigid and daunting realm of the Northern Continent of the Wild-Plains, barbarians who follow the Path of Glaciers have learned to harbor the resolute stillness, patience, and unwavering determination and destruction of the icy landscape. These warriors transform their bodies into powerful moving bunkers that are as difficult to take down as they are to escape from.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians that follow this path are often trained hunters who enjoy the patient stalking of prey. They thrive on the peril they impose on their fleeing targets, and take special pride in their slow-and-steady approach.&lt;br /&gt;
&lt;br /&gt;
==== Permafrost ====&lt;br /&gt;
Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you’re not wearing any armor, you gain a +1 bonus to your AC.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, your rage is a cold and patient well of power. When your rage would end early due to you either not attacking or taking damage after taking the Dodge action, you can choose to maintain it instead.&lt;br /&gt;
&lt;br /&gt;
==== Frostbite ====&lt;br /&gt;
Also at 3rd level, you can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while you’re raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d6 cold damage from the attack. This damage increases when you reach certain levels in this class, increasing to 2d6 cold damage at 10th level and 3d6 at 14th level.&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Cold Fortress ====&lt;br /&gt;
By 6th level, you learn to further channel the icy resilience within you. When you enter a rage and are not wearing any armor, your skin becomes shielded by a protective layer of frost. This frost grants you a number of temporary hit points equal to 1d12 + your Constitution modifier that last for 1 hour. You can use a bonus action on your following turns while you’re raging to expend a Hit Die to gain these temporary hit points again. When you do, the number of temporary hit points you gain is equal to the maximum roll of the expended Hit Die + your Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
==== Deep Sleep ====&lt;br /&gt;
At 10th level, you can choose to enter a deep state of hibernation when you take a long rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.&amp;lt;br&amp;gt;&lt;br /&gt;
You awake from this rest after 6 hours or when you take damage or a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice.&lt;br /&gt;
&lt;br /&gt;
==== Icy Burst ====&lt;br /&gt;
Also at 10th level, you can use an action to send out a shockwave of ice. All creatures in a 30ft emanation must make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your Constitution Modifier. All creatures that fail the Save take a number of d8s of cold damage equal to your proficiency bonus and are Slowed until the end of your next turn, and taking half as much damage on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
==== Never-Ending Fortitude ====&lt;br /&gt;
At 14th level, you become as unstoppable as a mighty glacier. When you take damage, you can use your Reaction to reduce that damage by 2d12. Additionally, you can only be knocked Prone if you choose to be, and you are immune to being Frightened and Slowed.&lt;br /&gt;
&lt;br /&gt;
== Path of Impulse ==&lt;br /&gt;
All barbarians are well acquainted with the concept of harnessing from a deep emotional well. However, some barbarians learn to explore facets of their emotional spirit other than rage alone, tapping into the varied emotional experience of a mortal mind.&lt;br /&gt;
&lt;br /&gt;
==== Emotional State ====&lt;br /&gt;
When you choose this path at 3rd level, whenever you go into a rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are raging.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sorrow.&#039;&#039;&#039; You tap into a deep sadness within you. You gain Resistance to Radiant, Cold, and Psychic Damage, as your body becomes disconnected and senseless. Whenever you take damage that you are resistant to, you can use your Reaction to reduce the damage that you take by 3. This damage reduction is applied after you calculate resistance. This damage reduction increases to 4 at 9th level and 5 at 16th level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fury.&#039;&#039;&#039; You sharpen the mindless anger of a normal rage to focus your anger to a sharpened point. You gain Resistance to Poison, Acid, and Necrotic damage, as your fury burns corrupting forces from your body. Additionally, your additional rage damage is equal to double your Proficiency bonus, instead of your Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Joy.&#039;&#039;&#039; You are overtaken by giddy excitement in the rush of battle. You gain resistance to Force, Fire, and Lightning damage, as your own energy burns as hot as magical force. Additionally, your movement speed increases by 5 feet. This additional movement speed increases to 10 feet at 9th level and to 15 feet at 16th level. This movement speed is in addition to the movement speed increase granted by Fast Movement.&lt;br /&gt;
&lt;br /&gt;
==== Ardent Strikes ====&lt;br /&gt;
Starting at 6th level, the emotional energy within you begins to suffuse your weapons. While you are raging and in an Emotional State, you may cause any weapon attacks you make to deal one of the damage types that your chosen Emotional State grants you resistance to, rather than the weapon’s usual damage.&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2.&lt;br /&gt;
&lt;br /&gt;
==== Drain Passion ====&lt;br /&gt;
At 10th level, you gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions spell and use your Constitution for your spellcasting ability&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast this spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
When you enter an Emotional State, you can cast this spell as part of the same bonus action, expending one use of this ability. You can not lose concentration on this spell due to entering your rage. However, you can still lose concentration by other methods, such as failing a saving throw to maintain concentration or becoming incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
Starting at 14th level, you can release your pent-up emotions in a single burst. When you hit with an attack affected by your Ardent Strikes ability, you can choose to immediately end your rage. If you do so, the attack immediately deals an additional 3d12 damage of the chosen damage type.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have used this ability, you cannot enter the Emotional State that you were in when you used this ability until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Ravenous Warriors ==&lt;br /&gt;
Some who walk the path of boundless rage gain an eternal and endless hunger. This hunger. fuels them, but to compensate, their appetites grow, consuming foes even on the battlefield. These are the Barbarians who walk the Path of Ravenous Warriors&lt;br /&gt;
&lt;br /&gt;
==== Bottomless Stomach ====&lt;br /&gt;
At 3rd level, your body is used to a constant hunger. For every level of Exhaustion you have, you subtract half that much (rounded down) from any Attack Roll, Ability Check, or Saving Throw you make, rather then subtract that must. Additionally, while raging, you are immune to the effects of exhaustion, and finishing a Long Rest removes two levels of exhaustion.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
You gain Proficiency with Cook&#039;s Utensils. Additionally while raging, if you hit on a weapon attack roll, you can gain one level of exhaustion, spending a massive reserve of your energy, to choose one of the following effects:&lt;br /&gt;
*If the creature you hit is Large or smaller, it falls prone and is pushed 10ft in a direction of your choice.&lt;br /&gt;
*You recover Hit Points equal to half the damage your dealt by your attack.&lt;br /&gt;
*For this attack you ignore the target&#039;s damage resistances.&lt;br /&gt;
*You immediately make two additional attacks, targeting two creatures which you haven&#039;t attacked this turn.&lt;br /&gt;
&lt;br /&gt;
==== Breakfast ====&lt;br /&gt;
At 6th level, you’ve learned how to cook meals that give you an edge in battle. If you spend one hour cooking, you may expend a Hit Die to create a meal that can be eaten as an action, removing one level of exhaustion once eaten. A meal gives one of the following benefits, chosen when made. Its additional benefits last for six hours, or until you eat another one of these meals. &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Medicinal.&#039;&#039;&#039; Whenever you take Poison damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the Poison condition&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Spicy.&#039;&#039;&#039; Whenever you take Cold damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme cold.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chilled.&#039;&#039;&#039; Whenever you take Fire damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme heat.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Filling.&#039;&#039;&#039; You gain Temporary Hit Points equal to your level. You also have advantage on Constitution Checks and Saving Throws.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you create a meal this way, you create a number of portions equal to your Wisdom Modifier + your Proficiency Bonus. They spoil after a number of hours equal to your Wisdom Modifier.&lt;br /&gt;
&lt;br /&gt;
==== Lunch ====&lt;br /&gt;
Starting at 10th level, the pit of hunger in your stomach grants you a terrible power. If you have four or more levels of exhaustion while raging, you gain Consume as a Melee Weapon Attack, dealing 2d12 Piercing Damage. On a hit, the target then makes a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus, on a failure, the target gains a level of exhaustion, and you lose a level of exhaustion.&amp;lt;br&amp;gt;&lt;br /&gt;
If you reduce a creature to 0 Hit Points, your Strength and Constitution scores increase by 2 until the end of your Rage, up to a maximum of 28.&lt;br /&gt;
&lt;br /&gt;
==== Dinner ====&lt;br /&gt;
At 14th level, you can replicate the effects of a 1st level Absorb Elements spell at will, however, you can use it with the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, and thunder. The somatic components for this effect are chewing and swallowing, and you do not need a free hand to use it.&lt;br /&gt;
&lt;br /&gt;
== Path of Storm Heralds ==&lt;br /&gt;
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.&lt;br /&gt;
&lt;br /&gt;
==== Storm Aura ====&lt;br /&gt;
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.&lt;br /&gt;
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.&lt;br /&gt;
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; When this effect is activated, all other creatures of your choice in your aura take 1d4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target cannot take bonus actions until the start of your next turn and takes 1d6 lightning damage on a failed save and half as much damage on a successful one and can take bonus actions. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; When this effect is activated, each creature of your choice in your aura gains 1d4 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
&lt;br /&gt;
==== Storm Soul ====&lt;br /&gt;
At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; You gain resistance to fire damage, and you don’t suffer the effects of extreme heat. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet, or increase your swimming speed by 10ft if you already have one.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; You gain resistance to cold damage, and you don’t suffer the effects of extreme cold. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.&lt;br /&gt;
&lt;br /&gt;
==== Shielding Storm ====&lt;br /&gt;
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.&lt;br /&gt;
&lt;br /&gt;
==== Raging Storm ====&lt;br /&gt;
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.&lt;br /&gt;
&lt;br /&gt;
== Path of Strikers ==&lt;br /&gt;
Strikers harness the primordial power of the storm to wreak havoc upon their foes, through stealing their sight, their movement, or simply crushing them before they have the chance to act at all. They are a unique type of defender for their allies, their protection being somewhat a byproduct of the sheer devastation they inflict upon the enemy. They are not simply a conduit for the wrath of the storm, though, but instead wield it with thought and practice, shaping it into devastating strikes and unique abilities some would almost comparable to spellcraft, mimicing the sometimes unpredictable and sudden wrath of a tempest, changing these abilites like the weather with the seasons. Though they may seem dangerous and collateral-prone, Strikers are mindful to shape their lightning around and away from their allies, diffusing it through a combination of sheer will and practiced talent.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Striker could develop their powers in a number of ways. Some may be from a long lineage of Strikers, or were caught in a freak magical storm and left with some of that residual energy. However you came to be a Striker, you embody chaos and control in equal measure, proving that the best defense is an overwhelming offense.&lt;br /&gt;
&lt;br /&gt;
==== Titan ====&lt;br /&gt;
At 3rd level, you find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal 1d6 + your Strength Modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.&lt;br /&gt;
Additionally, you gain Proficiency and Expertise in Athletics.&lt;br /&gt;
&lt;br /&gt;
==== Fists of Havoc ====&lt;br /&gt;
Also at 3rd level, your rages are empowered by your thunderous might. While raging, you gain the following benefits:&lt;br /&gt;
*You gain Resistance to Lightning Damage, and your unarmed strikes deal Lightning Damage instead of their normal damage type.&lt;br /&gt;
*Your jump heights and distances are doubled.&lt;br /&gt;
*Whenever you grapple or shove a creature, they take Lightning damage equal to 1d4+ your Proficiency Bonus.&lt;br /&gt;
*As a part of the bonus action to Rage, and as a bonus action during your Rage, you may make one Unarmed Strike attack&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Arsenal ====&lt;br /&gt;
At 6th level, your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of the class description.&lt;br /&gt;
You may change one or both of these abilities to another from the same list at the end of a a long rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
A Reach or Strike can be used in place of any unarmed strike attack you would make during your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You have advantage on any saving throws and take half damage from your Reach effects, and are immune to them while raging.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Reach and Strike abilities use your Arsenal DC in many places. This DC is equal to (8 + your proficiency bonus + your Constiution modifier)&lt;br /&gt;
&lt;br /&gt;
==== Trample ====&lt;br /&gt;
At 10th level, nothing alive or otherwise can stop the storming force that you’ve become.&lt;br /&gt;
Lightning damage you deal ignores resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your unarmed strikes deal an additional 1d4 Lightning damage, and deal double damage to structures and objects.&lt;br /&gt;
&lt;br /&gt;
==== Thundercrash ====&lt;br /&gt;
At 14th level, you have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You have also mastered the ultimate Striker technique; The Thundercrash.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can give yourself a Flying Speed of 150ft until the end of your turn. Once you begin moving, you cannot take any other actions or reactions until your flying movement is exhausted. If you stop moving at any point while using this fly speed, any of your remaining fly speed from this ability is exhausted.&amp;lt;br&amp;gt;&lt;br /&gt;
You can pass through the space of hostile creatures while you have this flight, treating that space as difficult terrain. The first time you pass through a hostile creature’s space during this movement, they take Lightning Damage equal to 2d6 + double your Proficiency Bonus. If you end the movement in the air, you float harmlessly down to the ground at a rate of 30 feet per second.&amp;lt;br&amp;gt;&lt;br /&gt;
If you end the movement touching a surface, you create a devastating shockwave, and all hostile creatures within a 30 foot cube of the impact must make a Dexterity saving throw against your Arsenal DC, or take 4d6 Lightning and 4d6 Thunder damage, and are knocked prone and blinded. On a successful save, they take half damage and are only knocked prone or blinded (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
For one minute after your Thundercrash, any hostile creatures that ends their turn within 30 feet of the impact point need to make a dexterity saving throw, or take 2d6 Lightning Damage on a failure, and half as much on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this ability, you must finish a long rest before you can use it again.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Reach ====&lt;br /&gt;
All Reaches are considered simple thrown weapons, with which you are proficient. They have a range of 30/40ft.&amp;lt;br&amp;gt;&lt;br /&gt;
They appear as Tiny objects, whose appearance you choose.&amp;lt;br&amp;gt;&lt;br /&gt;
They are summoned to your hand when you choose to attack with them, and dissapear in a small shower of sparks as soon as their effects conclude, or if they exit their range.&lt;br /&gt;
If you miss an attack roll with a Reach, it will fly past the target of the attack, until it hits another creature or surface, or exits its range.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thunderclap Reach.&#039;&#039;&#039; This reach sticks to any creature or surface it hits, and faces back towards you. As soon as it hits a surface or creature, and at the start of your next turn, all creatures of your choice within a 15 foot cone out from the surface or creature this Reach hits must make a Dexterity Saving Throw against your Arsenal DC. They take 3d6+ your Rage damage bonus in lightning damage on a fail, or half as much on a save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Blinding Reach.&#039;&#039;&#039; As soon as this Reach impacts a creature or surface, all creatures of your choice within a 15 foot cube take lightning damage equal to your Rage damage bonus, and need to make a Constitution Saving Throw against your Arsenal DC, or be blinded until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pulsing Reach.&#039;&#039;&#039; As soon as a this reach impacts a creature or surface, all creatures of your choice within a 15 foot cube need to make a Strength Saving Throw against your Arsenal DC, or take 1d6+ your Rage damage bonus in Lightning damage, and be knocked prone. On a save, a creature takes half damage and is not knocked prone.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Strike ====&lt;br /&gt;
&#039;&#039;&#039;Seismic Strike.&#039;&#039;&#039; When you take the Dash action, you can run directly into a creature, and make an unarmed strike attack (no action required). If the attack hits, deal extra lightning damage equal to your rage damage bonus, and the creature must make a Constitution Saving Throw against your Arsenal DC, or be Deafened until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ballistic Strike.&#039;&#039;&#039; When you are at least 10 feet in the air, choose a point you can see on the ground. This point can be an equal distance away from how high in the air you are, to a maximum of (10 x your barbarian level). You slam down to that point, taking no fall damage, and you then make an unarmed strike attack against all creatures of your choice within 5 feet of the impact. If an attack hits, it deals extra lightning damage equal to your Rage damage bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaining Strike.&#039;&#039;&#039; When you hit a creature with a melee attack that deals any Lightning damage, a number of other creatures of your choice within 10 feet, up to a number equal to your proficiency bonus, take Lightning damage equal to 1d4 + double your Proficiency Bonus damage bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Subjugators ==&lt;br /&gt;
Those who follow this path grant no mercy and ask for none. Weakness is seen as consent to be crushed by the strong. Those that are conquered are expected to serve not only in life, but also in death.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no great numbers of tribes that follow this path, for the path of the one who would rule the dead is a path made alone, save for the wailing that follows them.&lt;br /&gt;
&lt;br /&gt;
==== Grisly Treasure ====&lt;br /&gt;
At 3rd level, you draw strength from your foes. Beasts and Monstrosities killed by you or your allies can be looted for a trophy if it was killed in a combat you took part in.&amp;lt;br&amp;gt;&lt;br /&gt;
Trophies usually take the form of a body part or a notable item belonging to your enemy and must be displayed openly on your person to benefit you. This can take many forms, such as tying small bones to your clothing, wearing or wielding a notable item belonging to an enemy, or even crafting an item from their corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of trophies equal to your proficiency bonus and taking a new trophy causes the trophy of the lowest CR creature you bear to crumble to dust and be destroyed.&lt;br /&gt;
You cannot take more than one trophy from a single enemy for use with the features of this path.&lt;br /&gt;
&lt;br /&gt;
==== Savage Lore ====&lt;br /&gt;
At 3rd level, you can summon the spirit of your fallen foe. As an Action, you hold forth a creature&#039;s trophy to summon its shade to an unoccupied space you can see within 30 feet of you.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade has the same appearance and statistics that the creature had in life, but it is translucent and has gray tone to it.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade can only obey simple commands such as guarding a location, or following an ally.&amp;lt;br&amp;gt;&lt;br /&gt;
In combat, the shade disregards commands, mindlessly pursuing the closest enemy, making a single attack against that enemy at the end of your turn. The shade&#039;s attacks deal Psychic Damage and use the statistics of the creature it&#039;s based off of.&lt;br /&gt;
The shade disappears if it&#039;s reduced to 0 hit points, you summon another shade, or after it makes a number of attacks equal to your proficiency bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When a shade disappears, the trophy that was used to summon it crumbles to dust and is destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Grim Countenance ====&lt;br /&gt;
At 6th level, while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.&amp;lt;br&amp;gt;&lt;br /&gt;
While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the area of vanquished souls it must succeed a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier, on a failure the target is Slowed and Frightened of you until the end of your Next turn, also the target takes Psychic Damage equal to the Proficiency Bonus of the highest CR creature who&#039;s trophy you bear.&lt;br /&gt;
&lt;br /&gt;
==== Primal Sovereignty ====&lt;br /&gt;
By 10th level, your dominance over the dead is implacable.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Grisly Treasure feature now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the Speak With Dead spell and perceive you as an ally, though you can still only ask 5 questions.&lt;br /&gt;
In addition, you can now use a Bonus Action to precisely direct a shade&#039;s movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding legendary, mythic, villain, and lair actions.&lt;br /&gt;
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Dread Knowledge ====&lt;br /&gt;
At 14th level, you can call upon the greater powers that your enemies possessed in life.&amp;lt;br&amp;gt;&lt;br /&gt;
As an action, you hold forth a trophy to absorb the spirit held within it.&amp;lt;br&amp;gt;&lt;br /&gt;
As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently upon the battlefield it disappears and is drawn into yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
As part of the action you use to absorb the spirit, and on subsequent turns as an action, you may use any single action, legendary action, or spell that was available to the creature that the spirit was in life. This state persists until you use that creature&#039;s action or use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you absorb a spirit, you can&#039;t do so again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Totem Warriors ==&lt;br /&gt;
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.&lt;br /&gt;
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Seeker ====&lt;br /&gt;
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals.&lt;br /&gt;
&lt;br /&gt;
==== Totem Spirit ====&lt;br /&gt;
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, you have advantage on saving throws to resist spells and magical effects. In addition, you gain the benefits of your Danger Sense feature even when you are blinded or deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While you are raging and aren&#039;t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, you can, as a Bonus Action, regain hit points equal to half your barbarian level. If you take fire damage, you cannot use this trait until the end of your next turn. The spirit of the hydra makes you incredibly tenacious in combat.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While raging, you have resistance to psychic damage. In addition, you have advantage on saving throws to see past illusions and resist being charmed. The spirit of the sphinx makes your mind impenetrably sharp.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.&lt;br /&gt;
&lt;br /&gt;
==== Aspect of the Beast ====&lt;br /&gt;
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; You gain the magical senses of a chimera. You can cast Detect Magic, but only as a ritual. Additionally, you gain proficiency in Arcana.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; You gain the relentless endurance of a hydra. As an action, you can reduce your exhaustion level by 1. You can use this action once per long rest. The hydra’s spirit grants you the strength to persevere through the most difficult of circumstances.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039;you are immune to any effect that would sense your emotions, read your thoughts, or magically discern your location. In addition, when you make a Charisma (Deception) check, if the roll on the d20 is lower than your Constitution Score, you can increase your roll to be equal to that score. The spirit of the sphinx makes you proud and imperious.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Walker ====&lt;br /&gt;
At 10th level, you can cast the Commune With Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.&lt;br /&gt;
&lt;br /&gt;
==== Totemic Attunement ====&lt;br /&gt;
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, if you are targeted by a spell, you can use your reaction to immediately move up to your speed. If you end your movement within 5 feet of the caster, the caster must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or the spell is interrupted and the caster takes Bludgeoning Damage equal to 1d12 + your Strength modifier. On a successful save, the spell is not interrupted and the caster takes half damage.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, if you attack at least two different creatures when you take the Attack action, you can make one additional melee weapon attack as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While you are raging, you can use your action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.&lt;br /&gt;
&lt;br /&gt;
== Path of Wild Magic ==&lt;br /&gt;
As folk of deep feeling, barbarians are especially susceptible to wild, fey influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.&lt;br /&gt;
&lt;br /&gt;
==== Magic Awareness ====&lt;br /&gt;
At 3rd level you can open your awareness to the presence of concentrated magic. As an action, until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Wild Surge ====&lt;br /&gt;
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. You can also use a Bonus Action while raging to roll on the table again, replacing the previous effect. All of these effects end when you finish raging. If the effect requires a saving throw or ability check, the DC equals 8 + your Proficiency Bonus + your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wild Magic&lt;br /&gt;
|-&lt;br /&gt;
! d100 !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || You Explode, cast Fireball at 3rd level centered on yourself using Constitution as your spellcasting modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || When a creature within 60ft you take damage, all creatures within 60ft take the same amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || A 30ft cube of ice materializes centered on you, Creatures within begin suffocating and take 1d6 Cold damage at the start of their turn. The Cube has an AC of 5 and a number of Hit Points equal to 5 times your Constitution Modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 7-8 || A black hole opens in your chest, all creatures within 60ft of you must make a Strength saving throw or be pulled 30ft towards you. You must make a Dexterity saving throw or take 1d10 bludgeoning damage at the start of your turn as you are pelted by debris.&lt;br /&gt;
|-&lt;br /&gt;
| 9-10 || Hundreds or arms grow out of your back grasping at nearby creatures. At the start of each of your turns, you attempt to grapple each creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 11-12 || Your body begins emanating inky magical darkness, all creatures within 10ft of you are Blinded.&lt;br /&gt;
|-&lt;br /&gt;
| 13-14 || Animated chains rise out of the floor, all creatures within 30ft of you must&lt;br /&gt;
make a Strength saving throw or be Restrained by the chains. A creature restrained by the chains can use its action to make a Strength (Athletics). On a success, the creature is no longer Restrained&lt;br /&gt;
|-&lt;br /&gt;
| 15-16 || The floor within 60ft of you turns to knee deep custard, any creature that did not move at least 10ft on its turn is restrained and must make a Strength Saving throw at the start of each of its turns to move again.&lt;br /&gt;
|-&lt;br /&gt;
| 17-18 || At the start of each of your turns, you cast the Sleep spell centered on yourself with your Current hit points being the number of Hit Points effected.&lt;br /&gt;
|-&lt;br /&gt;
| 19-20 || A 30ft snowstorm centered on you whips up, each creature apart from you in that area must make a DC 10 Constitution saving throw or suffer Exhaustion 1. the area is also heavily obscured.&lt;br /&gt;
|-&lt;br /&gt;
| 21-22 || Ball bearings spill out of your clothing in a 60ft Radius at the start of each of your turns, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. These ball bearings magically disappear at the end of your turn.&lt;br /&gt;
|-&lt;br /&gt;
| 23-24 || all creatures within 60 ft of you have their legs replaced with the bottom of random chess pieces and can only move like those pieces. This affect end when your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 25-26 || You and all creatures within 15ft of you are reduced to the physique of a child, your speed, damage, and Armor class are halved, and all checks are made at disadvantage.&lt;br /&gt;
|-&lt;br /&gt;
| 27-28 || Your bones vanish, you are immune to bludgeoning damage but automatically fail all strength checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 29-30 || You become stone, you are immune to piercing damage but automatically fail all dexterity checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 31-32 || You turn into translucent jelly, you are immune to slashing damage but automatically fail any constitution checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 33-34 || You legs are replaced by a slugs foot, your speed is reduced to 10 ft and you can walk vertically and upsides down on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 35-36 || Your arms are replaced by fins, you can not hold items and you gain a swim speed equal to double your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
| 37-38 || You grow gills, losing the ability to breath air and gain water breathing, you can also spit a 10ft cone of viscous goo as a bonus action, creatures caught in the cone must make a dexterity saving throw or take 4d4 acid damage.&lt;br /&gt;
|-&lt;br /&gt;
| 39-40 || Your eyes are replaced with compound eyes, you can&lt;br /&gt;
not be flanked but you have disadvantage on all perception checks that rely on&lt;br /&gt;
sight.&lt;br /&gt;
|-&lt;br /&gt;
| 41-42 || You grow a second head, gaining advantage on Intelligence and Wisdom saving throws as well as perception checks, but creatures attacking you have their crit range doubled.&lt;br /&gt;
|-&lt;br /&gt;
| 43-44 || All creatures that start their turn within 60ft of you randomly switch places with another creature within the same radius.&lt;br /&gt;
|-&lt;br /&gt;
| 45-46 || The ground around you for 20 ft becomes semi-fluid like a waterbed, becoming difficult terrain.&lt;br /&gt;
|-&lt;br /&gt;
| 47-48 || At the start of each of your turns, a pit of lava opens up in a random space within 5ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 49-50 || Reroll, keep the previous effect as well as the next one you roll.&lt;br /&gt;
|-&lt;br /&gt;
| 51-52 || Gravity within 120ft of you is turned 90 degrees in a random direction until your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 53-54 || All sound ceases in a 20 ft radius cantered on you.&lt;br /&gt;
|-&lt;br /&gt;
| 55-56 || Creatures you deal damage to drop an amount of Silver Pieces equal to the amount of damage you dealt.&lt;br /&gt;
|-&lt;br /&gt;
| 57-58 || As a bonus action you can make a ranged weapon attack using your Constitution, if you hit you can alter the cut, style and color of the clothes of the target.&lt;br /&gt;
|-&lt;br /&gt;
| 59-60 || The light within 20ft of you takes on a deep red hue and a choir stars singing, granting you advantage on intimidation checks.&lt;br /&gt;
|-&lt;br /&gt;
| 61-62 || You can summon custard pies out of thin air and make a ranged attack, if you hit the creature has disadvantage on charisma checks.&lt;br /&gt;
|-&lt;br /&gt;
| 63-64 || Enemies are randomly attached together in pair until no more pairs can be made, they are attached by rubber bands that pull them 5ft closer to each other each at the start of their turns and will not allow them to be more than 20ft away from each other.&lt;br /&gt;
|-&lt;br /&gt;
| 65-66 || Each action you take is accompanied by musical cue’s and sound effects that can be heard up to 60ft away.&lt;br /&gt;
|-&lt;br /&gt;
| 67-68 || While raging, you cast Vicious Mockery at the start of each of your turns targeting a random creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 69-70 || At the start of each of your turns, a cow drops from the sky at a random location within 10ft of you. a creature in that space must make a Dexterity Saving Throw, or takes 2d10 Bludgeoning Damage and be knocked prone.&lt;br /&gt;
|-&lt;br /&gt;
| 71-72 || Your legs turn into Springs allowing you to jump in any direction up to your full movement.&lt;br /&gt;
|-&lt;br /&gt;
| 73-74 || Your arms become long noodles causing your reach to increase by 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 75-76 || Your hair grows and becomes prehensile, you can use it to make grapple attacks as a bonus action with a range of 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 77-78 || Your torso can spin like a propeller allowing you to make a single attack against all targets within 5ft as an action.&lt;br /&gt;
|-&lt;br /&gt;
| 79-80 || Your body melts and becomes bright pink slime, you are considered amorphous,&lt;br /&gt;
able to move through spaces 1 inch wide without squeezing. You are immune to&lt;br /&gt;
grappling and prone.&lt;br /&gt;
|-&lt;br /&gt;
| 81-82 || Your body grows battlements and arrow slits as well as an army of tiny soldiers. On initiative count 20 the soldiers inside fire two tiny catapults&lt;br /&gt;
at your enemies using Constitution with a range of 40ft dealing 1d6 Piercing Damage + your Rage Damage and shoot a volley of arrows in. 10ft Cone forcing creatures to make a Dexterity Saving Throw, or take 1d4 times your Proficiency Bonus on a failed saving throw, and half as much on a successful save.&lt;br /&gt;
|-&lt;br /&gt;
| 83-84 || You can create at infinite amount of silk rope by pulling it out of your sleeve.&lt;br /&gt;
|-&lt;br /&gt;
| 85-86 || At the start of each of your turns, you can Minute Meteors centered on yourself, using Constitution for your spellcasting ability.&lt;br /&gt;
|-&lt;br /&gt;
| 87-88 || You grow feathered wings that grant you a Flying Speed equal to two times your Walking Speed.&lt;br /&gt;
|-&lt;br /&gt;
| 89-90 || You grow a Star-nosed mole’s nose and gain Tremorsense out to a range of 120ft.&lt;br /&gt;
|-&lt;br /&gt;
| 91-92 || Your skeleton becomes adamant and you become immune to critical hits.&lt;br /&gt;
|-&lt;br /&gt;
| 93-94 || You cast the lightning a Lightning Bolt spell at the start of each of your turns using Constitution as your spellcasting modifier in a random direction also targeting yourself.&lt;br /&gt;
|-&lt;br /&gt;
| 95-96 || Your weapon becomes an energy weapon that makes a loud humming noise and deals an additional 2d6 radiant damage.&lt;br /&gt;
|-&lt;br /&gt;
| 97-98 || You can teleport 60ft to space you can see as a bonus action.&lt;br /&gt;
|-&lt;br /&gt;
| 99-100 || You are surrounded by a burning golden aura. Your Strength, Constitution and Dexterity modifier, as well as your speed, is doubled for the duration of your rage. You also gain Temporary Hit Points equal to 1d12 + your constitution modifier at the start of your turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Magic ====&lt;br /&gt;
Starting at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:&lt;br /&gt;
For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.&lt;br /&gt;
Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.&lt;br /&gt;
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Unstable Backlash ====&lt;br /&gt;
At 10th level, 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.&lt;br /&gt;
&lt;br /&gt;
==== Controlled Surge ====&lt;br /&gt;
At 14th level, you gain masterful control over your surges. Instead of rolling once on the Wild Magic Table, you roll three times and choose any number of the rolled effects.&lt;br /&gt;
&lt;br /&gt;
== Path of Zealots ==&lt;br /&gt;
These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.&lt;br /&gt;
&lt;br /&gt;
==== Divine Fury ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.&lt;br /&gt;
&lt;br /&gt;
==== Warrior of the Three ====&lt;br /&gt;
At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.&lt;br /&gt;
&lt;br /&gt;
==== Zelous Presence ====&lt;br /&gt;
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Rage Beyond Death ====&lt;br /&gt;
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.&amp;lt;br&amp;gt;&lt;br /&gt;
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.&lt;br /&gt;
&lt;br /&gt;
= Changes =&lt;br /&gt;
&lt;br /&gt;
==== Short Rests ====&lt;br /&gt;
Anything that recharges once on a short rest, instead recharges Proficiency Bonus number of times per long rest.&lt;br /&gt;
&lt;br /&gt;
=== Core Class ===&lt;br /&gt;
&lt;br /&gt;
==== Starting Equipment ====&lt;br /&gt;
Greataxe or Melee Martial Weapon | Any Simple or Martial Melee Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Two Handaxes or 1 Simple Weapon | Two Simple Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&#039;s Pack | Equipment Pack&amp;lt;br&amp;gt;&lt;br /&gt;
Four Javelins | Five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Additional Rage Damage ====&lt;br /&gt;
Changed Rage Damage to be based on Proficiency Bonus (+2, 1-4th. +3, 5-8th. +4, 9-12th. +5, 13-16th. +6, 17-20th), rather then seemingly arbitrary bonuses (+2, 1-8th. +3, 9-15. +4, 16-20th), this results in an average Rage Damage increase of +1.65, and with a singular extra attack, a +3.3 DPR increase (+4.95 DPR if duel wielding or Path of Berserkers, and +6.6 if duel wielding and Path of Berserkers)&lt;br /&gt;
&lt;br /&gt;
==== Rage Uses ====&lt;br /&gt;
Rage uses are based on Proficiency Bonus, rather then arbitrary amounts, also based on long rests versus short rests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PB Based&#039;&#039;&#039; 2 uses, 1-4th. 3 uses, 5-8th. 4 uses, 9-12th. 5 uses, 13-16th. 6 uses, 17-20th, per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arbitrary Based&#039;&#039;&#039; 2 uses, 1-3rd. 3 uses, 4-5th. 4 uses, 6-11th. 5 uses, 12-16th. 6 uses, 17-20th, per short or long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
On average this is less rages (+0.25 rages), and you lose the short rest regeneration.&lt;br /&gt;
&lt;br /&gt;
==== Feature Changes ====&lt;br /&gt;
Extra Attack now scales if you have more copies of the feature and reach certain levels (2 copies at 11th level, 3 copies at 20th level)&amp;lt;br&amp;gt;&lt;br /&gt;
Feral Instinct changed from &amp;quot;you ignore surprise if the first thing you do is rage&amp;quot; to &amp;quot;you can&#039;t be surprised&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Relentless Rage now allows you to try resist Critical hits.&lt;br /&gt;
&lt;br /&gt;
==== Added Features ====&lt;br /&gt;
Primal Knowledge at 3rd and 10th level&amp;lt;br&amp;gt;&lt;br /&gt;
Resolute Will at 13th level&amp;lt;br&amp;gt;&lt;br /&gt;
Gifted Strength at 15th level&amp;lt;br&amp;gt;&lt;br /&gt;
Shared Strength at 17th level&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subclasses ===&lt;br /&gt;
&lt;br /&gt;
==== Subclass Changes ====&lt;br /&gt;
Added the Chimera, Hydra, and Sphinx as options for Path of Totem Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Completely reworked Path of Battlerager&lt;br /&gt;
&lt;br /&gt;
==== Added Subclasses ====&lt;br /&gt;
Added Path of Crucibles&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Giants&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Glaciers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Impulse&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Ravenous Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Strikers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Subjugators&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Wrestlers&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1453</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1453"/>
		<updated>2022-11-09T18:36:30Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Battlerager Armor */Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Barbarian =&lt;br /&gt;
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.&amp;lt;br&amp;gt;&lt;br /&gt;
A hobgoblin snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.&amp;lt;br&amp;gt;&lt;br /&gt;
Frothing at the mouth, a dwarf slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.&amp;lt;br&amp;gt;&lt;br /&gt;
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.&amp;lt;br&amp;gt;&lt;br /&gt;
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Rage, Unarmored Defense || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Reckless Attack, Danger Sense || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Primal Path, Primal Knowledge || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Extra Attack, Fast Movement || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Primal Path Feature || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || Feral Instinct, Instinctive Pounce || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || Brutal Critical (2 Times), Resolute Will || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Primal Path Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Relentless Rage || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || Brutal Critical (3 Times), Stored Strength || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Primal Path Feature || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || Persistent Rage, Gifted Strength || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || Brutal Critical (4 Times), Shared Strength || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Indomitable Might || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Primal Champion || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d12 per Barbarian Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 12 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d12 (or 7) + your Constitution Modifier per Barbarian Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, and Shields&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Constitution.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; One Simple or Martial Melee Weapon, two Simple Weapons, one Equipment Pack, and five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
At 1st level you can enter a state of mindless, focused, flow, often channeled as rage and wrath. On your turn you can enter Rage as a Bonus Action, if you aren’t wearing Heavy Armor, you gain the following benefits.&lt;br /&gt;
*You have advantage on Strength Checks and Saving Throws&lt;br /&gt;
*You make an attack with a weapon using Strength you gain a bonus to damage equal to your Proficiency Bonus&lt;br /&gt;
*You have Resistance to Bludgeoning, Piercing, and Slashing Damage&lt;br /&gt;
You cannot cast Spells or Concentrate on effects while Raging. Your Rage lasts for 1 minute, but ends early if you fall Unconscious or end your turn without performing an attack or if you haven’t been attacked since the end of your turn. You can also end it early as a Free Action. You can use this feature a number of times equal to your Proficiency Bonus, retaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
Also starting at 1st level, while you are not wearing armor, you have an Armor Class of 10 + Your Dexterity Modifier + Your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you gain the ability to abandon defense to effectively harm your foes. When you make an attack with a weapon using Strength on your turn, you can choose to gain advantage on that attack and all future attacks that use Strength that you make on your turn, but all attack rolls against you have advantage until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have advantage on Dexterity Saving Throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be Blinded, Deafened, or Incapacitated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 3rd level you gain one of the following Proficiencies, or another Proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
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 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
At 5th level you can perform an additional attack as part of the Attack action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your Speed increases by 10 feet while you aren’t wearing Heavy Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls and cannot be surprised.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Instinctive Pounce ====&lt;br /&gt;
Also at 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, deal 2 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 3 times the max damage at 13th level and 4 times the max damage at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Resolute Will ====&lt;br /&gt;
Also at 9th level, you gain the ability to use your resolute well of power to improve your day to day activities. When you make a skill check, you can expend a hit die to add a d12 to the roll. You can add this bonus before or after you make the roll, but before the DM says whether or not you succeed,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 10th level you gain one of the following proficiencies, or another proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&amp;lt;br&amp;gt;&lt;br /&gt;
If you suffer a critical hit while you’re raging, you can make a Constitution Saving Throw. If you succeed, the attack becomes a normal hit instead.&amp;lt;br&amp;gt;&lt;br /&gt;
This Constitution Saving Throw has a DC of 10 which increases by 5 each time you use this feature. When you finish a long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 13th level, you deal 3 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to 4 times the max damage at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stored Strength ====&lt;br /&gt;
Also at 13th level, you gain the ability to recover long-term vitality by sacrificing temporary health. As a bonus action, you can reduce your current hit points by 5. If you do, you recover a hit die.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gifted Strength ====&lt;br /&gt;
Also at 15th level, you gain the ability to invite others into your strength. As a bonus action, you can touch a creature including yourself and expend a Hit Die. The target creature gains one of the following effects you choose:&amp;lt;br&amp;gt;&lt;br /&gt;
*The target heals a number of Hit Points equal to your Constitution Modifier&lt;br /&gt;
*The target gains Resistance to a type of damage of your choice for 1 minute&lt;br /&gt;
*The target gains a Climbing Speed or Swimming Speed equal to your Walking Speed for 1 hour.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 17th level, you deal 4 times the attack&#039;s max damage when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Shared Strength ==== &lt;br /&gt;
Also at 17th level, when you hit on an attack roll, you can expend a hit dice to heal up to two other creatures within 15ft of you a number of hit points equal to 1 roll of the hit dice you expended + your Constitution Modifier (minimum 1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
= Primal Paths =&lt;br /&gt;
&lt;br /&gt;
== Path of Ancestral Guardians ==&lt;br /&gt;
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.&lt;br /&gt;
&lt;br /&gt;
==== Ancestral Protectors ====&lt;br /&gt;
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, causing them to surround and harass that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the start of your next turn, that creature has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Shield ====&lt;br /&gt;
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.&lt;br /&gt;
&lt;br /&gt;
==== Consult the Spirits ====&lt;br /&gt;
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast either spell in this way a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Vengeful Ancestors ====&lt;br /&gt;
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.&lt;br /&gt;
&lt;br /&gt;
== Path of Battleragers ==&lt;br /&gt;
Barbarians who embody pure chaos and rage often become Battlerager barbarians. They use special spiked armor to grab their foes in combat and harm them by being in pure proximity to you. &lt;br /&gt;
&lt;br /&gt;
==== Imbue Spikes ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to transform a set of medium armor into Spike Armor. When you finish a long rest you can touch a set of medium armor, it magically grows spikes and becomes Spike Armor, which has an AC of 14 + Dexterity Modifier (max 2).&amp;lt;br&amp;gt;&lt;br /&gt;
If the set of medium armor was magical in any way, that benefit is transferred to your Spike Armor.&lt;br /&gt;
&lt;br /&gt;
==== Battlerager Armor ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
While you are wearing spiked armor, you gain spikes which deals 1d8 Piercing Damage and can be used as an unarmed attack.&lt;br /&gt;
&lt;br /&gt;
==== Grappling Spikes ====&lt;br /&gt;
Also at 3rd level, you learn better how to use your spikes to grapple creatures. While raging, if you grapple a creature, you deal Piercing Damage to the target equal to your Strength Modifier. At the start of the creature&#039;s turn, it takes this Damage again if it is still grappled and you are still raging.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Abandon ====&lt;br /&gt;
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.&lt;br /&gt;
&lt;br /&gt;
==== Battlerager Charge ====&lt;br /&gt;
Also at 6th level, your pure raging chaos quickens your stride. Your speed increases by 10ft, and you can take the Dash action as a bonus action.&lt;br /&gt;
&lt;br /&gt;
==== Vice Grip ====&lt;br /&gt;
At 10th level, you become a natural at grappling creatures. Whenever you take the Attack Action, you can also attempt to grapple a creature as part of that action.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger then you.&lt;br /&gt;
&lt;br /&gt;
==== Spiked Retribution ====&lt;br /&gt;
At 14th level, when a creature enters a space within 5ft of you, or a creature within 5ft of you takes an action or bonus action, you can cause them to take Piercing Damage equal to your Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
== Path of Beasts ==&lt;br /&gt;
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations.&lt;br /&gt;
&lt;br /&gt;
==== Form of the Beast ====&lt;br /&gt;
Starting at 3rd level when you choose this subclass, 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 modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage:&lt;br /&gt;
*&#039;&#039;&#039;Bite.&#039;&#039;&#039; Your mouth transforms into a bestial muzzle or great mandibles. 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 proficiency bonus, provided you have less than half your hit points when you hit.&lt;br /&gt;
*&#039;&#039;&#039;Claws.&#039;&#039;&#039; Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. 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.&lt;br /&gt;
*&#039;&#039;&#039;Tail.&#039;&#039;&#039; You 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.&lt;br /&gt;
&lt;br /&gt;
==== Bestial Soul ====&lt;br /&gt;
At 6th level, 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 non-magical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a long rest, choose one of the following benefits, which lasts until you finish your next or long rest:&lt;br /&gt;
*&#039;&#039;&#039;Climbing.&#039;&#039;&#039; You gain a Climbing Speed equal to your Walking Speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.&lt;br /&gt;
*&#039;&#039;&#039;Jumping.&#039;&#039;&#039; When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.&lt;br /&gt;
*&#039;&#039;&#039;Swimming.&#039;&#039;&#039; You gain a Swimming Speed equal to your Walking speed, and you can breathe underwater.&lt;br /&gt;
&lt;br /&gt;
==== Infectious Fury ====&lt;br /&gt;
At 10th level, 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 must succeed on a Wisdom Saving Throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):&lt;br /&gt;
*The target must use its reaction to make a melee attack against another creature of your choice that you can see.&lt;br /&gt;
*The target takes 2d12 Psychic Damage.&lt;br /&gt;
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Call the Hunt ====&lt;br /&gt;
At 14th level, 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 modifier (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 each use the following benefit 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.&lt;br /&gt;
&lt;br /&gt;
== Path of Berserkers ==&lt;br /&gt;
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
==== Frenzy ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you go into a frenzy while raging. While raging, you can make a single melee weapon attack as a bonus action on each of your turns after this one.&lt;br /&gt;
&lt;br /&gt;
==== Mindless Rage ====&lt;br /&gt;
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
==== Intimidating Presence ====&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
==== Retaliation ====&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;br /&gt;
&lt;br /&gt;
== Path of Crucibles ==&lt;br /&gt;
Some Barbarians bottle up their rage, causing physical heat to boil inside of them, eventually overheating and exploding out in pure fury. These hot-headed ragers walk the Path of Crucibles &lt;br /&gt;
&lt;br /&gt;
==== Thermal Core ====&lt;br /&gt;
Starting when you chose this path at 3rd level, you slowly build up kinetic energy and heat while raging, eventually letting it out uncontrollably. During your rage, every time you hit on a weapon attack roll, and you are hit by a weapon attack roll, you gain one Core Temperature Die. These dice are d4s, and increase in size as you gain levels in this class, at 6th level (d6), at 10th level (d8), at 14th level (d10), and at 18th level (d12).&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When you would gain a Core Temperature Dice while at your maximum held, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.&amp;lt;br&amp;gt;&lt;br /&gt;
When this occurs, all other creatures within 30ft must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you lost, or half as much on a successful Save.&lt;br /&gt;
&lt;br /&gt;
==== Burning Heart ====&lt;br /&gt;
Also at 3rd level, your natural heat allows you to resist the most extreme conditions. You ignore the effects of Extreme Heat and Extreme Cold. Additionally, while sleeping, you provide the warmth of a campfire to creatures within 15ft of you.&lt;br /&gt;
&lt;br /&gt;
==== Blazing Core ====&lt;br /&gt;
Beginning at 6th level, your inner forge allows you to provide light, and protection to your allies, warding them from the bitter frost of death.&amp;lt;br&amp;gt;&lt;br /&gt;
Your body becomes constantly wreathed in harmless flames. These flames give off bright light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed dim light for an additional number of feet equal to this radius.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when a creature within 15ft of you makes a Death Saving Throw, you can use your Reaction to grant that save advantage.&lt;br /&gt;
&lt;br /&gt;
==== Molten Core ====&lt;br /&gt;
At 10th level, you learn to control your inner fire. You gain the following ways to spend your Core Temperature Dice:&lt;br /&gt;
*When you hit on a weapon attack, you can expend a Core Temperature Dice to deal additional Fire damage to the target equal to two rolls of your Core Temperature Dice.&lt;br /&gt;
*You use your stored kinetic energy to leap through fire, as a Bonus Action you can expend one of your Core Temperature Dice to teleport a number of feat equal to 5 times your Proficiency Bonus. When you do so, you deal fire damage equal to your Proficiency to all creatures within 5ft of you.&lt;br /&gt;
*A burst of magma leaps from your chest to a nearby creature. When you take the attack actions, you can expend any number of Core Temperature Dice to replace that number of attacks with a Ranged Weapon Attack Roll using your Constitution that Deals Fire Damage equal to two rolls of your Core Temperature Dice and has a range of 15/60ft, you apply your Rage Damage to these attacks.&lt;br /&gt;
&lt;br /&gt;
==== Blazing Mastery ====&lt;br /&gt;
Beginning at 14th level, your inner well of heat grows deeper. You can now hold a number of Core Temperature Dice equal to 2 times your Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain your heat more quickly, now, when you hit on a Weapon Attack or are hit with a Weapon Attack, you gain 2 Core Temperature Dice instead of 1, and you gain 1 Core Temperature Dice at the start of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, as an Action on your turn you can expend all of your Core Temperature Dice to unleash a controlled burst of heat.&amp;lt;br&amp;gt;&lt;br /&gt;
All creatures of you choice within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you expended, or half as much on a successful Save.&lt;br /&gt;
&lt;br /&gt;
== Path of Giants ==&lt;br /&gt;
Barbarians who walk the Path of Giants draw strength from the primal forces that are the Giants and their elemental ilk. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might.&lt;br /&gt;
During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.&lt;br /&gt;
&lt;br /&gt;
==== Giant Power ====&lt;br /&gt;
When you choose this path at 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the Druidcraft or Thaumaturgy cantrip (your choice). Constitution is your spellcasting ability for this spell.&lt;br /&gt;
&lt;br /&gt;
==== Giant’s Havoc ====&lt;br /&gt;
Also at 3rd level, your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:&lt;br /&gt;
*When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.&lt;br /&gt;
*Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.&lt;br /&gt;
&lt;br /&gt;
==== Elemental Cleaver ====&lt;br /&gt;
At 6th level, your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 Damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.&lt;br /&gt;
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types, you can also use a bonus action to change the infused weapon.&lt;br /&gt;
&lt;br /&gt;
==== Mighty Impel ====&lt;br /&gt;
At 10th level, your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.&amp;lt;br&amp;gt;&lt;br /&gt;
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.&lt;br /&gt;
&lt;br /&gt;
==== Demiurgic Colossus ====&lt;br /&gt;
At 14th level, the primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller. In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.&lt;br /&gt;
&lt;br /&gt;
== Path of Glaciers ==&lt;br /&gt;
Born from the frigid and daunting realm of the Northern Continent of the Wild-Plains, barbarians who follow the Path of Glaciers have learned to harbor the resolute stillness, patience, and unwavering determination and destruction of the icy landscape. These warriors transform their bodies into powerful moving bunkers that are as difficult to take down as they are to escape from.&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarians that follow this path are often trained hunters who enjoy the patient stalking of prey. They thrive on the peril they impose on their fleeing targets, and take special pride in their slow-and-steady approach.&lt;br /&gt;
&lt;br /&gt;
==== Permafrost ====&lt;br /&gt;
Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you’re not wearing any armor, you gain a +1 bonus to your AC.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, your rage is a cold and patient well of power. When your rage would end early due to you either not attacking or taking damage after taking the Dodge action, you can choose to maintain it instead.&lt;br /&gt;
&lt;br /&gt;
==== Frostbite ====&lt;br /&gt;
Also at 3rd level, you can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while you’re raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d6 cold damage from the attack. This damage increases when you reach certain levels in this class, increasing to 2d6 cold damage at 10th level and 3d6 at 14th level.&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Cold Fortress ====&lt;br /&gt;
By 6th level, you learn to further channel the icy resilience within you. When you enter a rage and are not wearing any armor, your skin becomes shielded by a protective layer of frost. This frost grants you a number of temporary hit points equal to 1d12 + your Constitution modifier that last for 1 hour. You can use a bonus action on your following turns while you’re raging to expend a Hit Die to gain these temporary hit points again. When you do, the number of temporary hit points you gain is equal to the maximum roll of the expended Hit Die + your Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
==== Deep Sleep ====&lt;br /&gt;
At 10th level, you can choose to enter a deep state of hibernation when you take a long rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.&amp;lt;br&amp;gt;&lt;br /&gt;
You awake from this rest after 6 hours or when you take damage or a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice.&lt;br /&gt;
&lt;br /&gt;
==== Icy Burst ====&lt;br /&gt;
Also at 10th level, you can use an action to send out a shockwave of ice. All creatures in a 30ft emanation must make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your Constitution Modifier. All creatures that fail the Save take a number of d8s of cold damage equal to your proficiency bonus and are Slowed until the end of your next turn, and taking half as much damage on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
==== Never-Ending Fortitude ====&lt;br /&gt;
At 14th level, you become as unstoppable as a mighty glacier. When you take damage, you can use your Reaction to reduce that damage by 2d12. Additionally, you can only be knocked Prone if you choose to be, and you are immune to being Frightened and Slowed.&lt;br /&gt;
&lt;br /&gt;
== Path of Impulse ==&lt;br /&gt;
All barbarians are well acquainted with the concept of harnessing from a deep emotional well. However, some barbarians learn to explore facets of their emotional spirit other than rage alone, tapping into the varied emotional experience of a mortal mind.&lt;br /&gt;
&lt;br /&gt;
==== Emotional State ====&lt;br /&gt;
When you choose this path at 3rd level, whenever you go into a rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are raging.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sorrow.&#039;&#039;&#039; You tap into a deep sadness within you. You gain Resistance to Radiant, Cold, and Psychic Damage, as your body becomes disconnected and senseless. Whenever you take damage that you are resistant to, you can use your Reaction to reduce the damage that you take by 3. This damage reduction is applied after you calculate resistance. This damage reduction increases to 4 at 9th level and 5 at 16th level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fury.&#039;&#039;&#039; You sharpen the mindless anger of a normal rage to focus your anger to a sharpened point. You gain Resistance to Poison, Acid, and Necrotic damage, as your fury burns corrupting forces from your body. Additionally, your additional rage damage is equal to double your Proficiency bonus, instead of your Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Joy.&#039;&#039;&#039; You are overtaken by giddy excitement in the rush of battle. You gain resistance to Force, Fire, and Lightning damage, as your own energy burns as hot as magical force. Additionally, your movement speed increases by 5 feet. This additional movement speed increases to 10 feet at 9th level and to 15 feet at 16th level. This movement speed is in addition to the movement speed increase granted by Fast Movement.&lt;br /&gt;
&lt;br /&gt;
==== Ardent Strikes ====&lt;br /&gt;
Starting at 6th level, the emotional energy within you begins to suffuse your weapons. While you are raging and in an Emotional State, you may cause any weapon attacks you make to deal one of the damage types that your chosen Emotional State grants you resistance to, rather than the weapon’s usual damage.&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2.&lt;br /&gt;
&lt;br /&gt;
==== Drain Passion ====&lt;br /&gt;
At 10th level, you gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions spell and use your Constitution for your spellcasting ability&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast this spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
When you enter an Emotional State, you can cast this spell as part of the same bonus action, expending one use of this ability. You can not lose concentration on this spell due to entering your rage. However, you can still lose concentration by other methods, such as failing a saving throw to maintain concentration or becoming incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
Starting at 14th level, you can release your pent-up emotions in a single burst. When you hit with an attack affected by your Ardent Strikes ability, you can choose to immediately end your rage. If you do so, the attack immediately deals an additional 3d12 damage of the chosen damage type.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have used this ability, you cannot enter the Emotional State that you were in when you used this ability until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Ravenous Warriors ==&lt;br /&gt;
Some who walk the path of boundless rage gain an eternal and endless hunger. This hunger. fuels them, but to compensate, their appetites grow, consuming foes even on the battlefield. These are the Barbarians who walk the Path of Ravenous Warriors&lt;br /&gt;
&lt;br /&gt;
==== Bottomless Stomach ====&lt;br /&gt;
At 3rd level, your body is used to a constant hunger. For every level of Exhaustion you have, you subtract half that much (rounded down) from any Attack Roll, Ability Check, or Saving Throw you make, rather then subtract that must. Additionally, while raging, you are immune to the effects of exhaustion, and finishing a Long Rest removes two levels of exhaustion.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
You gain Proficiency with Cook&#039;s Utensils. Additionally while raging, if you hit on a weapon attack roll, you can gain one level of exhaustion, spending a massive reserve of your energy, to choose one of the following effects:&lt;br /&gt;
*If the creature you hit is Large or smaller, it falls prone and is pushed 10ft in a direction of your choice.&lt;br /&gt;
*You recover Hit Points equal to half the damage your dealt by your attack.&lt;br /&gt;
*For this attack you ignore the target&#039;s damage resistances.&lt;br /&gt;
*You immediately make two additional attacks, targeting two creatures which you haven&#039;t attacked this turn.&lt;br /&gt;
&lt;br /&gt;
==== Breakfast ====&lt;br /&gt;
At 6th level, you’ve learned how to cook meals that give you an edge in battle. If you spend one hour cooking, you may expend a Hit Die to create a meal that can be eaten as an action, removing one level of exhaustion once eaten. A meal gives one of the following benefits, chosen when made. Its additional benefits last for six hours, or until you eat another one of these meals. &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Medicinal.&#039;&#039;&#039; Whenever you take Poison damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the Poison condition&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Spicy.&#039;&#039;&#039; Whenever you take Cold damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme cold.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chilled.&#039;&#039;&#039; Whenever you take Fire damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme heat.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Filling.&#039;&#039;&#039; You gain Temporary Hit Points equal to your level. You also have advantage on Constitution Checks and Saving Throws.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you create a meal this way, you create a number of portions equal to your Wisdom Modifier + your Proficiency Bonus. They spoil after a number of hours equal to your Wisdom Modifier.&lt;br /&gt;
&lt;br /&gt;
==== Lunch ====&lt;br /&gt;
Starting at 10th level, the pit of hunger in your stomach grants you a terrible power. If you have four or more levels of exhaustion while raging, you gain Consume as a Melee Weapon Attack, dealing 2d12 Piercing Damage. On a hit, the target then makes a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus, on a failure, the target gains a level of exhaustion, and you lose a level of exhaustion.&amp;lt;br&amp;gt;&lt;br /&gt;
If you reduce a creature to 0 Hit Points, your Strength and Constitution scores increase by 2 until the end of your Rage, up to a maximum of 28.&lt;br /&gt;
&lt;br /&gt;
==== Dinner ====&lt;br /&gt;
At 14th level, you can replicate the effects of a 1st level Absorb Elements spell at will, however, you can use it with the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, and thunder. The somatic components for this effect are chewing and swallowing, and you do not need a free hand to use it.&lt;br /&gt;
&lt;br /&gt;
== Path of Storm Heralds ==&lt;br /&gt;
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.&lt;br /&gt;
&lt;br /&gt;
==== Storm Aura ====&lt;br /&gt;
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.&lt;br /&gt;
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.&lt;br /&gt;
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; When this effect is activated, all other creatures of your choice in your aura take 1d4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target cannot take bonus actions until the start of your next turn and takes 1d6 lightning damage on a failed save and half as much damage on a successful one and can take bonus actions. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; When this effect is activated, each creature of your choice in your aura gains 1d4 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
&lt;br /&gt;
==== Storm Soul ====&lt;br /&gt;
At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; You gain resistance to fire damage, and you don’t suffer the effects of extreme heat. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet, or increase your swimming speed by 10ft if you already have one.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; You gain resistance to cold damage, and you don’t suffer the effects of extreme cold. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.&lt;br /&gt;
&lt;br /&gt;
==== Shielding Storm ====&lt;br /&gt;
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.&lt;br /&gt;
&lt;br /&gt;
==== Raging Storm ====&lt;br /&gt;
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.&lt;br /&gt;
&lt;br /&gt;
== Path of Strikers ==&lt;br /&gt;
Strikers harness the primordial power of the storm to wreak havoc upon their foes, through stealing their sight, their movement, or simply crushing them before they have the chance to act at all. They are a unique type of defender for their allies, their protection being somewhat a byproduct of the sheer devastation they inflict upon the enemy. They are not simply a conduit for the wrath of the storm, though, but instead wield it with thought and practice, shaping it into devastating strikes and unique abilities some would almost comparable to spellcraft, mimicing the sometimes unpredictable and sudden wrath of a tempest, changing these abilites like the weather with the seasons. Though they may seem dangerous and collateral-prone, Strikers are mindful to shape their lightning around and away from their allies, diffusing it through a combination of sheer will and practiced talent.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Striker could develop their powers in a number of ways. Some may be from a long lineage of Strikers, or were caught in a freak magical storm and left with some of that residual energy. However you came to be a Striker, you embody chaos and control in equal measure, proving that the best defense is an overwhelming offense.&lt;br /&gt;
&lt;br /&gt;
==== Titan ====&lt;br /&gt;
At 3rd level, you find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal 1d6 + your Strength Modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.&lt;br /&gt;
Additionally, you gain Proficiency and Expertise in Athletics.&lt;br /&gt;
&lt;br /&gt;
==== Fists of Havoc ====&lt;br /&gt;
Also at 3rd level, your rages are empowered by your thunderous might. While raging, you gain the following benefits:&lt;br /&gt;
*You gain Resistance to Lightning Damage, and your unarmed strikes deal Lightning Damage instead of their normal damage type.&lt;br /&gt;
*Your jump heights and distances are doubled.&lt;br /&gt;
*Whenever you grapple or shove a creature, they take Lightning damage equal to 1d4+ your Proficiency Bonus.&lt;br /&gt;
*As a part of the bonus action to Rage, and as a bonus action during your Rage, you may make one Unarmed Strike attack&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Arsenal ====&lt;br /&gt;
At 6th level, your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of the class description.&lt;br /&gt;
You may change one or both of these abilities to another from the same list at the end of a a long rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
A Reach or Strike can be used in place of any unarmed strike attack you would make during your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You have advantage on any saving throws and take half damage from your Reach effects, and are immune to them while raging.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Reach and Strike abilities use your Arsenal DC in many places. This DC is equal to (8 + your proficiency bonus + your Constiution modifier)&lt;br /&gt;
&lt;br /&gt;
==== Trample ====&lt;br /&gt;
At 10th level, nothing alive or otherwise can stop the storming force that you’ve become.&lt;br /&gt;
Lightning damage you deal ignores resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your unarmed strikes deal an additional 1d4 Lightning damage, and deal double damage to structures and objects.&lt;br /&gt;
&lt;br /&gt;
==== Thundercrash ====&lt;br /&gt;
At 14th level, you have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You have also mastered the ultimate Striker technique; The Thundercrash.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can give yourself a Flying Speed of 150ft until the end of your turn. Once you begin moving, you cannot take any other actions or reactions until your flying movement is exhausted. If you stop moving at any point while using this fly speed, any of your remaining fly speed from this ability is exhausted.&amp;lt;br&amp;gt;&lt;br /&gt;
You can pass through the space of hostile creatures while you have this flight, treating that space as difficult terrain. The first time you pass through a hostile creature’s space during this movement, they take Lightning Damage equal to 2d6 + double your Proficiency Bonus. If you end the movement in the air, you float harmlessly down to the ground at a rate of 30 feet per second.&amp;lt;br&amp;gt;&lt;br /&gt;
If you end the movement touching a surface, you create a devastating shockwave, and all hostile creatures within a 30 foot cube of the impact must make a Dexterity saving throw against your Arsenal DC, or take 4d6 Lightning and 4d6 Thunder damage, and are knocked prone and blinded. On a successful save, they take half damage and are only knocked prone or blinded (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
For one minute after your Thundercrash, any hostile creatures that ends their turn within 30 feet of the impact point need to make a dexterity saving throw, or take 2d6 Lightning Damage on a failure, and half as much on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this ability, you must finish a long rest before you can use it again.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Reach ====&lt;br /&gt;
All Reaches are considered simple thrown weapons, with which you are proficient. They have a range of 30/40ft.&amp;lt;br&amp;gt;&lt;br /&gt;
They appear as Tiny objects, whose appearance you choose.&amp;lt;br&amp;gt;&lt;br /&gt;
They are summoned to your hand when you choose to attack with them, and dissapear in a small shower of sparks as soon as their effects conclude, or if they exit their range.&lt;br /&gt;
If you miss an attack roll with a Reach, it will fly past the target of the attack, until it hits another creature or surface, or exits its range.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thunderclap Reach.&#039;&#039;&#039; This reach sticks to any creature or surface it hits, and faces back towards you. As soon as it hits a surface or creature, and at the start of your next turn, all creatures of your choice within a 15 foot cone out from the surface or creature this Reach hits must make a Dexterity Saving Throw against your Arsenal DC. They take 3d6+ your Rage damage bonus in lightning damage on a fail, or half as much on a save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Blinding Reach.&#039;&#039;&#039; As soon as this Reach impacts a creature or surface, all creatures of your choice within a 15 foot cube take lightning damage equal to your Rage damage bonus, and need to make a Constitution Saving Throw against your Arsenal DC, or be blinded until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pulsing Reach.&#039;&#039;&#039; As soon as a this reach impacts a creature or surface, all creatures of your choice within a 15 foot cube need to make a Strength Saving Throw against your Arsenal DC, or take 1d6+ your Rage damage bonus in Lightning damage, and be knocked prone. On a save, a creature takes half damage and is not knocked prone.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Strike ====&lt;br /&gt;
&#039;&#039;&#039;Seismic Strike.&#039;&#039;&#039; When you take the Dash action, you can run directly into a creature, and make an unarmed strike attack (no action required). If the attack hits, deal extra lightning damage equal to your rage damage bonus, and the creature must make a Constitution Saving Throw against your Arsenal DC, or be Deafened until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ballistic Strike.&#039;&#039;&#039; When you are at least 10 feet in the air, choose a point you can see on the ground. This point can be an equal distance away from how high in the air you are, to a maximum of (10 x your barbarian level). You slam down to that point, taking no fall damage, and you then make an unarmed strike attack against all creatures of your choice within 5 feet of the impact. If an attack hits, it deals extra lightning damage equal to your Rage damage bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaining Strike.&#039;&#039;&#039; When you hit a creature with a melee attack that deals any Lightning damage, a number of other creatures of your choice within 10 feet, up to a number equal to your proficiency bonus, take Lightning damage equal to 1d4 + double your Proficiency Bonus damage bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Subjugators ==&lt;br /&gt;
Those who follow this path grant no mercy and ask for none. Weakness is seen as consent to be crushed by the strong. Those that are conquered are expected to serve not only in life, but also in death.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no great numbers of tribes that follow this path, for the path of the one who would rule the dead is a path made alone, save for the wailing that follows them.&lt;br /&gt;
&lt;br /&gt;
==== Grisly Treasure ====&lt;br /&gt;
At 3rd level, you draw strength from your foes. Beasts and Monstrosities killed by you or your allies can be looted for a trophy if it was killed in a combat you took part in.&amp;lt;br&amp;gt;&lt;br /&gt;
Trophies usually take the form of a body part or a notable item belonging to your enemy and must be displayed openly on your person to benefit you. This can take many forms, such as tying small bones to your clothing, wearing or wielding a notable item belonging to an enemy, or even crafting an item from their corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of trophies equal to your proficiency bonus and taking a new trophy causes the trophy of the lowest CR creature you bear to crumble to dust and be destroyed.&lt;br /&gt;
You cannot take more than one trophy from a single enemy for use with the features of this path.&lt;br /&gt;
&lt;br /&gt;
==== Savage Lore ====&lt;br /&gt;
At 3rd level, you can summon the spirit of your fallen foe. As an Action, you hold forth a creature&#039;s trophy to summon its shade to an unoccupied space you can see within 30 feet of you.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade has the same appearance and statistics that the creature had in life, but it is translucent and has gray tone to it.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade can only obey simple commands such as guarding a location, or following an ally.&amp;lt;br&amp;gt;&lt;br /&gt;
In combat, the shade disregards commands, mindlessly pursuing the closest enemy, making a single attack against that enemy at the end of your turn. The shade&#039;s attacks deal Psychic Damage and use the statistics of the creature it&#039;s based off of.&lt;br /&gt;
The shade disappears if it&#039;s reduced to 0 hit points, you summon another shade, or after it makes a number of attacks equal to your proficiency bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When a shade disappears, the trophy that was used to summon it crumbles to dust and is destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Grim Countenance ====&lt;br /&gt;
At 6th level, while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.&amp;lt;br&amp;gt;&lt;br /&gt;
While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the area of vanquished souls it must succeed a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier, on a failure the target is Slowed and Frightened of you until the end of your Next turn, also the target takes Psychic Damage equal to the Proficiency Bonus of the highest CR creature who&#039;s trophy you bear.&lt;br /&gt;
&lt;br /&gt;
==== Primal Sovereignty ====&lt;br /&gt;
By 10th level, your dominance over the dead is implacable.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Grisly Treasure feature now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the Speak With Dead spell and perceive you as an ally, though you can still only ask 5 questions.&lt;br /&gt;
In addition, you can now use a Bonus Action to precisely direct a shade&#039;s movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding legendary, mythic, villain, and lair actions.&lt;br /&gt;
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Dread Knowledge ====&lt;br /&gt;
At 14th level, you can call upon the greater powers that your enemies possessed in life.&amp;lt;br&amp;gt;&lt;br /&gt;
As an action, you hold forth a trophy to absorb the spirit held within it.&amp;lt;br&amp;gt;&lt;br /&gt;
As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently upon the battlefield it disappears and is drawn into yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
As part of the action you use to absorb the spirit, and on subsequent turns as an action, you may use any single action, legendary action, or spell that was available to the creature that the spirit was in life. This state persists until you use that creature&#039;s action or use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you absorb a spirit, you can&#039;t do so again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Totem Warriors ==&lt;br /&gt;
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.&lt;br /&gt;
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Seeker ====&lt;br /&gt;
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals.&lt;br /&gt;
&lt;br /&gt;
==== Totem Spirit ====&lt;br /&gt;
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, you have advantage on saving throws to resist spells and magical effects. In addition, you gain the benefits of your Danger Sense feature even when you are blinded or deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While you are raging and aren&#039;t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, you can, as a Bonus Action, regain hit points equal to half your barbarian level. If you take fire damage, you cannot use this trait until the end of your next turn. The spirit of the hydra makes you incredibly tenacious in combat.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While raging, you have resistance to psychic damage. In addition, you have advantage on saving throws to see past illusions and resist being charmed. The spirit of the sphinx makes your mind impenetrably sharp.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.&lt;br /&gt;
&lt;br /&gt;
==== Aspect of the Beast ====&lt;br /&gt;
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; You gain the magical senses of a chimera. You can cast Detect Magic, but only as a ritual. Additionally, you gain proficiency in Arcana.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; You gain the relentless endurance of a hydra. As an action, you can reduce your exhaustion level by 1. You can use this action once per long rest. The hydra’s spirit grants you the strength to persevere through the most difficult of circumstances.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039;you are immune to any effect that would sense your emotions, read your thoughts, or magically discern your location. In addition, when you make a Charisma (Deception) check, if the roll on the d20 is lower than your Constitution Score, you can increase your roll to be equal to that score. The spirit of the sphinx makes you proud and imperious.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Walker ====&lt;br /&gt;
At 10th level, you can cast the Commune With Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.&lt;br /&gt;
&lt;br /&gt;
==== Totemic Attunement ====&lt;br /&gt;
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, if you are targeted by a spell, you can use your reaction to immediately move up to your speed. If you end your movement within 5 feet of the caster, the caster must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or the spell is interrupted and the caster takes Bludgeoning Damage equal to 1d12 + your Strength modifier. On a successful save, the spell is not interrupted and the caster takes half damage.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, if you attack at least two different creatures when you take the Attack action, you can make one additional melee weapon attack as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While you are raging, you can use your action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.&lt;br /&gt;
&lt;br /&gt;
== Path of Wild Magic ==&lt;br /&gt;
As folk of deep feeling, barbarians are especially susceptible to wild, fey influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.&lt;br /&gt;
&lt;br /&gt;
==== Magic Awareness ====&lt;br /&gt;
At 3rd level you can open your awareness to the presence of concentrated magic. As an action, until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Wild Surge ====&lt;br /&gt;
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. You can also use a Bonus Action while raging to roll on the table again, replacing the previous effect. All of these effects end when you finish raging. If the effect requires a saving throw or ability check, the DC equals 8 + your Proficiency Bonus + your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wild Magic&lt;br /&gt;
|-&lt;br /&gt;
! d100 !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || You Explode, cast Fireball at 3rd level centered on yourself using Constitution as your spellcasting modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || When a creature within 60ft you take damage, all creatures within 60ft take the same amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || A 30ft cube of ice materializes centered on you, Creatures within begin suffocating and take 1d6 Cold damage at the start of their turn. The Cube has an AC of 5 and a number of Hit Points equal to 5 times your Constitution Modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 7-8 || A black hole opens in your chest, all creatures within 60ft of you must make a Strength saving throw or be pulled 30ft towards you. You must make a Dexterity saving throw or take 1d10 bludgeoning damage at the start of your turn as you are pelted by debris.&lt;br /&gt;
|-&lt;br /&gt;
| 9-10 || Hundreds or arms grow out of your back grasping at nearby creatures. At the start of each of your turns, you attempt to grapple each creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 11-12 || Your body begins emanating inky magical darkness, all creatures within 10ft of you are Blinded.&lt;br /&gt;
|-&lt;br /&gt;
| 13-14 || Animated chains rise out of the floor, all creatures within 30ft of you must&lt;br /&gt;
make a Strength saving throw or be Restrained by the chains. A creature restrained by the chains can use its action to make a Strength (Athletics). On a success, the creature is no longer Restrained&lt;br /&gt;
|-&lt;br /&gt;
| 15-16 || The floor within 60ft of you turns to knee deep custard, any creature that did not move at least 10ft on its turn is restrained and must make a Strength Saving throw at the start of each of its turns to move again.&lt;br /&gt;
|-&lt;br /&gt;
| 17-18 || At the start of each of your turns, you cast the Sleep spell centered on yourself with your Current hit points being the number of Hit Points effected.&lt;br /&gt;
|-&lt;br /&gt;
| 19-20 || A 30ft snowstorm centered on you whips up, each creature apart from you in that area must make a DC 10 Constitution saving throw or suffer Exhaustion 1. the area is also heavily obscured.&lt;br /&gt;
|-&lt;br /&gt;
| 21-22 || Ball bearings spill out of your clothing in a 60ft Radius at the start of each of your turns, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. These ball bearings magically disappear at the end of your turn.&lt;br /&gt;
|-&lt;br /&gt;
| 23-24 || all creatures within 60 ft of you have their legs replaced with the bottom of random chess pieces and can only move like those pieces. This affect end when your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 25-26 || You and all creatures within 15ft of you are reduced to the physique of a child, your speed, damage, and Armor class are halved, and all checks are made at disadvantage.&lt;br /&gt;
|-&lt;br /&gt;
| 27-28 || Your bones vanish, you are immune to bludgeoning damage but automatically fail all strength checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 29-30 || You become stone, you are immune to piercing damage but automatically fail all dexterity checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 31-32 || You turn into translucent jelly, you are immune to slashing damage but automatically fail any constitution checks. Your speed is halved.&lt;br /&gt;
|-&lt;br /&gt;
| 33-34 || You legs are replaced by a slugs foot, your speed is reduced to 10 ft and you can walk vertically and upsides down on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 35-36 || Your arms are replaced by fins, you can not hold items and you gain a swim speed equal to double your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
| 37-38 || You grow gills, losing the ability to breath air and gain water breathing, you can also spit a 10ft cone of viscous goo as a bonus action, creatures caught in the cone must make a dexterity saving throw or take 4d4 acid damage.&lt;br /&gt;
|-&lt;br /&gt;
| 39-40 || Your eyes are replaced with compound eyes, you can&lt;br /&gt;
not be flanked but you have disadvantage on all perception checks that rely on&lt;br /&gt;
sight.&lt;br /&gt;
|-&lt;br /&gt;
| 41-42 || You grow a second head, gaining advantage on Intelligence and Wisdom saving throws as well as perception checks, but creatures attacking you have their crit range doubled.&lt;br /&gt;
|-&lt;br /&gt;
| 43-44 || All creatures that start their turn within 60ft of you randomly switch places with another creature within the same radius.&lt;br /&gt;
|-&lt;br /&gt;
| 45-46 || The ground around you for 20 ft becomes semi-fluid like a waterbed, becoming difficult terrain.&lt;br /&gt;
|-&lt;br /&gt;
| 47-48 || At the start of each of your turns, a pit of lava opens up in a random space within 5ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 49-50 || Reroll, keep the previous effect as well as the next one you roll.&lt;br /&gt;
|-&lt;br /&gt;
| 51-52 || Gravity within 120ft of you is turned 90 degrees in a random direction until your rage ends.&lt;br /&gt;
|-&lt;br /&gt;
| 53-54 || All sound ceases in a 20 ft radius cantered on you.&lt;br /&gt;
|-&lt;br /&gt;
| 55-56 || Creatures you deal damage to drop an amount of Silver Pieces equal to the amount of damage you dealt.&lt;br /&gt;
|-&lt;br /&gt;
| 57-58 || As a bonus action you can make a ranged weapon attack using your Constitution, if you hit you can alter the cut, style and color of the clothes of the target.&lt;br /&gt;
|-&lt;br /&gt;
| 59-60 || The light within 20ft of you takes on a deep red hue and a choir stars singing, granting you advantage on intimidation checks.&lt;br /&gt;
|-&lt;br /&gt;
| 61-62 || You can summon custard pies out of thin air and make a ranged attack, if you hit the creature has disadvantage on charisma checks.&lt;br /&gt;
|-&lt;br /&gt;
| 63-64 || Enemies are randomly attached together in pair until no more pairs can be made, they are attached by rubber bands that pull them 5ft closer to each other each at the start of their turns and will not allow them to be more than 20ft away from each other.&lt;br /&gt;
|-&lt;br /&gt;
| 65-66 || Each action you take is accompanied by musical cue’s and sound effects that can be heard up to 60ft away.&lt;br /&gt;
|-&lt;br /&gt;
| 67-68 || While raging, you cast Vicious Mockery at the start of each of your turns targeting a random creature within 15ft of you.&lt;br /&gt;
|-&lt;br /&gt;
| 69-70 || At the start of each of your turns, a cow drops from the sky at a random location within 10ft of you. a creature in that space must make a Dexterity Saving Throw, or takes 2d10 Bludgeoning Damage and be knocked prone.&lt;br /&gt;
|-&lt;br /&gt;
| 71-72 || Your legs turn into Springs allowing you to jump in any direction up to your full movement.&lt;br /&gt;
|-&lt;br /&gt;
| 73-74 || Your arms become long noodles causing your reach to increase by 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 75-76 || Your hair grows and becomes prehensile, you can use it to make grapple attacks as a bonus action with a range of 10ft.&lt;br /&gt;
|-&lt;br /&gt;
| 77-78 || Your torso can spin like a propeller allowing you to make a single attack against all targets within 5ft as an action.&lt;br /&gt;
|-&lt;br /&gt;
| 79-80 || Your body melts and becomes bright pink slime, you are considered amorphous,&lt;br /&gt;
able to move through spaces 1 inch wide without squeezing. You are immune to&lt;br /&gt;
grappling and prone.&lt;br /&gt;
|-&lt;br /&gt;
| 81-82 || Your body grows battlements and arrow slits as well as an army of tiny soldiers. On initiative count 20 the soldiers inside fire two tiny catapults&lt;br /&gt;
at your enemies using Constitution with a range of 40ft dealing 1d6 Piercing Damage + your Rage Damage and shoot a volley of arrows in. 10ft Cone forcing creatures to make a Dexterity Saving Throw, or take 1d4 times your Proficiency Bonus on a failed saving throw, and half as much on a successful save.&lt;br /&gt;
|-&lt;br /&gt;
| 83-84 || You can create at infinite amount of silk rope by pulling it out of your sleeve.&lt;br /&gt;
|-&lt;br /&gt;
| 85-86 || At the start of each of your turns, you can Minute Meteors centered on yourself, using Constitution for your spellcasting ability.&lt;br /&gt;
|-&lt;br /&gt;
| 87-88 || You grow feathered wings that grant you a Flying Speed equal to two times your Walking Speed.&lt;br /&gt;
|-&lt;br /&gt;
| 89-90 || You grow a Star-nosed mole’s nose and gain Tremorsense out to a range of 120ft.&lt;br /&gt;
|-&lt;br /&gt;
| 91-92 || Your skeleton becomes adamant and you become immune to critical hits.&lt;br /&gt;
|-&lt;br /&gt;
| 93-94 || You cast the lightning a Lightning Bolt spell at the start of each of your turns using Constitution as your spellcasting modifier in a random direction also targeting yourself.&lt;br /&gt;
|-&lt;br /&gt;
| 95-96 || Your weapon becomes an energy weapon that makes a loud humming noise and deals an additional 2d6 radiant damage.&lt;br /&gt;
|-&lt;br /&gt;
| 97-98 || You can teleport 60ft to space you can see as a bonus action.&lt;br /&gt;
|-&lt;br /&gt;
| 99-100 || You are surrounded by a burning golden aura. Your Strength, Constitution and Dexterity modifier, as well as your speed, is doubled for the duration of your rage. You also gain Temporary Hit Points equal to 1d12 + your constitution modifier at the start of your turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Magic ====&lt;br /&gt;
Starting at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:&lt;br /&gt;
For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.&lt;br /&gt;
Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.&lt;br /&gt;
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Unstable Backlash ====&lt;br /&gt;
At 10th level, 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.&lt;br /&gt;
&lt;br /&gt;
==== Controlled Surge ====&lt;br /&gt;
At 14th level, you gain masterful control over your surges. Instead of rolling once on the Wild Magic Table, you roll three times and choose any number of the rolled effects.&lt;br /&gt;
&lt;br /&gt;
== Path of Zealots ==&lt;br /&gt;
These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.&lt;br /&gt;
&lt;br /&gt;
==== Divine Fury ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.&lt;br /&gt;
&lt;br /&gt;
==== Warrior of the Three ====&lt;br /&gt;
At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.&lt;br /&gt;
&lt;br /&gt;
==== Zelous Presence ====&lt;br /&gt;
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Rage Beyond Death ====&lt;br /&gt;
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.&amp;lt;br&amp;gt;&lt;br /&gt;
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.&lt;br /&gt;
&lt;br /&gt;
= Changes =&lt;br /&gt;
&lt;br /&gt;
==== Short Rests ====&lt;br /&gt;
Anything that recharges once on a short rest, instead recharges Proficiency Bonus number of times per long rest.&lt;br /&gt;
&lt;br /&gt;
=== Core Class ===&lt;br /&gt;
&lt;br /&gt;
==== Starting Equipment ====&lt;br /&gt;
Greataxe or Melee Martial Weapon | Any Simple or Martial Melee Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Two Handaxes or 1 Simple Weapon | Two Simple Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&#039;s Pack | Equipment Pack&amp;lt;br&amp;gt;&lt;br /&gt;
Four Javelins | Five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Additional Rage Damage ====&lt;br /&gt;
Changed Rage Damage to be based on Proficiency Bonus (+2, 1-4th. +3, 5-8th. +4, 9-12th. +5, 13-16th. +6, 17-20th), rather then seemingly arbitrary bonuses (+2, 1-8th. +3, 9-15. +4, 16-20th), this results in an average Rage Damage increase of +1.65, and with a singular extra attack, a +3.3 DPR increase (+4.95 DPR if duel wielding or Path of Berserkers, and +6.6 if duel wielding and Path of Berserkers)&lt;br /&gt;
&lt;br /&gt;
==== Rage Uses ====&lt;br /&gt;
Rage uses are based on Proficiency Bonus, rather then arbitrary amounts, also based on long rests versus short rests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PB Based&#039;&#039;&#039; 2 uses, 1-4th. 3 uses, 5-8th. 4 uses, 9-12th. 5 uses, 13-16th. 6 uses, 17-20th, per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arbitrary Based&#039;&#039;&#039; 2 uses, 1-3rd. 3 uses, 4-5th. 4 uses, 6-11th. 5 uses, 12-16th. 6 uses, 17-20th, per short or long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
On average this is less rages (+0.25 rages), and you lose the short rest regeneration.&lt;br /&gt;
&lt;br /&gt;
==== Feature Changes ====&lt;br /&gt;
Extra Attack now scales if you have more copies of the feature and reach certain levels (2 copies at 11th level, 3 copies at 20th level)&amp;lt;br&amp;gt;&lt;br /&gt;
Feral Instinct changed from &amp;quot;you ignore surprise if the first thing you do is rage&amp;quot; to &amp;quot;you can&#039;t be surprised&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Relentless Rage now allows you to try resist Critical hits.&lt;br /&gt;
&lt;br /&gt;
==== Added Features ====&lt;br /&gt;
Primal Knowledge at 3rd and 10th level&amp;lt;br&amp;gt;&lt;br /&gt;
Resolute Will at 13th level&amp;lt;br&amp;gt;&lt;br /&gt;
Gifted Strength at 15th level&amp;lt;br&amp;gt;&lt;br /&gt;
Shared Strength at 17th level&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subclasses ===&lt;br /&gt;
&lt;br /&gt;
==== Subclass Changes ====&lt;br /&gt;
Added the Chimera, Hydra, and Sphinx as options for Path of Totem Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Completely reworked Path of Battlerager&lt;br /&gt;
&lt;br /&gt;
==== Added Subclasses ====&lt;br /&gt;
Added Path of Crucibles&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Giants&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Glaciers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Impulse&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Ravenous Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Strikers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Subjugators&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Wrestlers&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1229</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Barbarian&amp;diff=1229"/>
		<updated>2022-11-03T19:28:02Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* Heatsink */Reworded feature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Barbarian =&lt;br /&gt;
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.&amp;lt;br&amp;gt;&lt;br /&gt;
A hobgoblin snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.&amp;lt;br&amp;gt;&lt;br /&gt;
Frothing at the mouth, a dwarf slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.&amp;lt;br&amp;gt;&lt;br /&gt;
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.&amp;lt;br&amp;gt;&lt;br /&gt;
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || Rage, Unarmored Defense || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || Reckless Attack, Danger Sense || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || Primal Path, Primal Knowledge || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || Ability Score Improvement || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || Extra Attack, Fast Movement || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || Primal Path Feature || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || Feral Instinct, Instinctive Pounce || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || Ability Score Improvement || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || Brutal Critical (2 Dice), Resolute Will || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || Primal Path Feature || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || Relentless Rage || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || Ability Score Improvement || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || Brutal Critical (3 Dice), Stored Strength || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || Primal Path Feature || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || Persistent Rage, Gifted Strength || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || Ability Score Improvement || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || Brutal Critical (4 Dice), Shared Strength || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || Indomitable Might || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || Ability Score Improvement || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || Primal Champion || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d12 per Barbarian Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 12 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d12 (or 7) + your Constitution Modifier per Barbarian Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; Light Armor, Medium Armor, and Shields&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; Simple Weapons and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Constitution.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; One Simple or Martial Melee Weapon, two Simple Weapons, one Equipment Pack, and five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
At 1st level you can enter a state of mindless, focused, flow, often channeled as rage and wrath. On your turn you can enter Rage as a Bonus Action, if you aren’t wearing Heavy Armor, you gain the following benefits.&lt;br /&gt;
*You have advantage on Strength Checks and Saving Throws&lt;br /&gt;
*You make an attack with a weapon using Strength you gain a bonus to damage equal to your Proficiency Bonus&lt;br /&gt;
*You have Resistance to Bludgeoning, Piercing, and Slashing Damage&lt;br /&gt;
You cannot cast Spells or Concentrate on effects while Raging. Your Rage lasts for 1 minute, but ends early if you fall Unconscious or end your turn without performing an attack or if you haven’t been attacked since the end of your turn. You can also end it early as a Free Action. You can use this feature a number of times equal to your Proficiency Bonus, retaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
Also starting at 1st level, while you are not wearing armor, you have an Armor Class of 10 + Your Dexterity Modifier + Your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you gain the ability to abandon defense to effectively harm your foes. When you make an attack with a weapon using Strength on your turn, you can choose to gain advantage on that attack and all future attacks that use Strength that you make on your turn, but all attack rolls against you have advantage until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have advantage on Dexterity Saving Throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be Blinded, Deafened, or Incapacitated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 3rd level you gain one of the following Proficiencies, or another Proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
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. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|Feat]] instead of taking this increase to Ability Scores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
At 5th level you can perform an additional attack as part of the Attack action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your Speed increases by 10 feet while you aren’t wearing Heavy Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls and cannot be surprised.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Instinctive Pounce ====&lt;br /&gt;
Also at 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Resolute Will ====&lt;br /&gt;
Also at 9th level, you gain the ability to use your resolute well of power to improve your day to day activities. When you make a skill check, you can expend a hit die to add a d12 to the roll. You can add this bonus before or after you make the roll, but before the DM says whether or not you succeed,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Knowledge ====&lt;br /&gt;
When you reach 10th level you gain one of the following proficiencies, or another proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&amp;lt;br&amp;gt;&lt;br /&gt;
If you suffer a critical hit while you’re raging, you can make a Constitution Saving Throw. If you succeed, the attack becomes a normal hit instead.&amp;lt;br&amp;gt;&lt;br /&gt;
This Constitution Saving Throw has a DC of 10 which increases by 5 each time you use this feature. When you finish a long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.&amp;lt;br&amp;gt;&lt;br /&gt;
This increases to three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stored Strength ====&lt;br /&gt;
Also at 13th level, you gain the ability to recover long-term vitality by sacrificing temporary health. As a bonus action, you can take 5 damage that cannot be reduced in any way. If you do, you recover a hit die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gifted Strength ====&lt;br /&gt;
Also at 15th level, you gain the ability to invite others into your strength. As a bonus action, you can touch a creature including yourself and expend a Hit Die. The target creature gains one of the following effects you choose:&amp;lt;br&amp;gt;&lt;br /&gt;
*The target heals a number of Hit Points equal to your Constitution Modifier&lt;br /&gt;
*The target gains Resistance to a type of damage of your choice for 1 minute&lt;br /&gt;
*The target gains a Climbing Speed or Swimming Speed equal to your Walking Speed for 1 hour.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Shared Strength ==== &lt;br /&gt;
Also at 17th level, when you hit on an attack roll, you can expend a hit dice to heal up to two other creatures within 15ft of you a number of hit points equal to 1 roll of the hit dice you expended + your Constitution Modifier (minimum 1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
= Primal Paths =&lt;br /&gt;
&lt;br /&gt;
== Path of Ancestral Ragers ==&lt;br /&gt;
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.&lt;br /&gt;
&lt;br /&gt;
==== Ancestral Protectors ====&lt;br /&gt;
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Shield ====&lt;br /&gt;
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.&lt;br /&gt;
&lt;br /&gt;
==== Consult the Spirits ====&lt;br /&gt;
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.&lt;br /&gt;
You can cast either spell in this way a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Vengeful Ancestors ====&lt;br /&gt;
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.&lt;br /&gt;
&lt;br /&gt;
== Path of Battleragers ==&lt;br /&gt;
Barbarians who embody pure chaos and rage often become Battlerager barbarians. They use special spiked armor to grab their foes in combat and harm them by being in pure proximity to you. &lt;br /&gt;
&lt;br /&gt;
==== Imbue Spikes ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to transform a set of medium armor into Spike Armor. When you finish a long rest you can touch a set of medium armor, it magically grows spikes and becomes Spike Armor, which has an AC of 14 + Dexterity Modifier (max 2).&lt;br /&gt;
&lt;br /&gt;
==== Battlerager Armor ====&lt;br /&gt;
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
While you are wearing spiked armor, you gain spikes which deasl 1d8 Piercing Damage and can be used as an unarmed attack.&lt;br /&gt;
&lt;br /&gt;
==== Grappling Spikes ====&lt;br /&gt;
Also at 3rd level, you learn better how to use your spikes to grapple creatures. While raging, if you grapple a creature, you deal Piercing Damage to the target	equal to your Strength Modifier. At the start of the creature&#039;s turn, it takes this Damage again if it is still grappled and you are still raging.&lt;br /&gt;
&lt;br /&gt;
==== Wild Sprint ====&lt;br /&gt;
At 6th level, your pure raging chaos quickens your stride. Your speed increases by 10ft, and you can take the Dash action as a bonus action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Increased Grappling ====&lt;br /&gt;
At 10th level, you become a natural at grappling creatures, whenever you take the Attack Action you can attempt to grapple a creature as a bonus action. Additionally, when a creature attempts to escape your grapple, you choose whether they use Strength (Athletics) or Dexterity (Acrobatics).&amp;lt;br&amp;gt;&lt;br /&gt;
Also, are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger then you.&lt;br /&gt;
&lt;br /&gt;
==== Honed Reactions ====&lt;br /&gt;
At 14th level, when a creature enters a space within 5ft of you, or a creature within 5ft of you takes an action or bonus action, you can cause them to take Piercing Damage equal to your Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
== Path of Beasts ==&lt;br /&gt;
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations.&lt;br /&gt;
&lt;br /&gt;
==== Form of the Beast ====&lt;br /&gt;
Starting at 3rd level when you choose this subclass, 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 modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage:&lt;br /&gt;
*&#039;&#039;&#039;Bite.&#039;&#039;&#039; Your mouth transforms into a bestial muzzle or great mandibles. 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 proficiency bonus, provided you have less than half your hit points when you hit.&lt;br /&gt;
*&#039;&#039;&#039;Claws.&#039;&#039;&#039; Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. 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.&lt;br /&gt;
*&#039;&#039;&#039;Tail.&#039;&#039;&#039; You 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.&lt;br /&gt;
&lt;br /&gt;
==== Bestial Soul ====&lt;br /&gt;
At 6th level, 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 non-magical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a long rest, choose one of the following benefits, which lasts until you finish your next or long rest:&lt;br /&gt;
*&#039;&#039;&#039;Climbing.&#039;&#039;&#039; You gain a Climbing Speed equal to your Walking Speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.&lt;br /&gt;
*&#039;&#039;&#039;Jumping.&#039;&#039;&#039; When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.&lt;br /&gt;
*&#039;&#039;&#039;Swimming.&#039;&#039;&#039; You gain a Swimming Speed equal to your Walking speed, and you can breathe underwater.&lt;br /&gt;
&lt;br /&gt;
==== Infectious Fury ====&lt;br /&gt;
At 10th level, 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 must succeed on a Wisdom Saving Throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):&lt;br /&gt;
*The target must use its reaction to make a melee attack against another creature of your choice that you can see.&lt;br /&gt;
*The target takes 2d12 Psychic Damage.&lt;br /&gt;
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Call the Hunt ====&lt;br /&gt;
At 14th level, 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 modifier (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 each use the following benefit 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.&lt;br /&gt;
&lt;br /&gt;
== Path of Berserkers ==&lt;br /&gt;
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
==== Frenzy ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you go into a frenzy while raging. While raging, you can make a single melee weapon attack as a bonus action on each of your turns after this one.&lt;br /&gt;
&lt;br /&gt;
==== Mindless Rage ====&lt;br /&gt;
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
==== Intimidating Presence ====&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
==== Retaliation ====&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;br /&gt;
&lt;br /&gt;
== Path of Crucibles ==&lt;br /&gt;
==== Thermal Core ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you can drastically increase your own body temperature to wield it as a weapon. This intense heat is represented by your Core Temperature dice, which are each a d4. Whenever you begin or end your Rage your number of Core Temperature dice are reset to zero. The maximum number of dice you can have in this pool at any one time is five, and any additional dice that you would gain are lost.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you attack an enemy with advantage and hit, you transfer some of your excess kinetic energy into heat, adding one Core Temperature die to your die pool.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach certain levels in this class, the size of your Core Temperature die increases: at 6th level (d6), at 10th level (d8), at 14th level (d10), and at 18th level (d12).&amp;lt;br&amp;gt;&lt;br /&gt;
The powers below use your Core Temperature dice.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Blazing Strike.&#039;&#039;&#039; Once on each of your turns, when you hit a creature with a melee attack, you can expend any number of Core Temperature dice. If you do, roll those dice. You deal additional fire damage to the target equal to the total number rolled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Burn Out.&#039;&#039;&#039; When you use a bonus action to end your rage, you can expend all of your remaining Core Temperature dice, releasing your stored heat in a fiery explosion. Roll those dice, and then each creature within 10 feet of you must make a Dexterity saving throw against a DC equal to 8 + your Proficiency bonus + your Constitution modifier. On a failed save, each creature takes fire damage equal to the total number rolled, or half as much damage on a successful one.&lt;br /&gt;
&lt;br /&gt;
==== Heatsink ====&lt;br /&gt;
Beginning at 6th level, you and all allies within 10 feet of you ignore the effects of extreme cold. While you are raging, you and all allies within 10ft of you gain resistance to cold damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, whenever you use your Reckless Attack feature, you may choose to open your core to the elements, gaining the ability to absorb and release heat much more directly. If you do, until the end of your next turn, whenever you score a critical hit against a creature or are hit by a melee attack, each creature within 5 feet of you takes fire damage equal to half your Barbarian level and you add one Core Temperature die to your die pool. Additionally, whenever you score a critical hit against a creature or are hit by a melee attack in this state, you may expend a Hit Die to gain add Core Temperature die to your die pool.&lt;br /&gt;
&lt;br /&gt;
==== Molten Core ====&lt;br /&gt;
At 10th level, the burning core within you flares with power, allowing you to charge into battle with blazing fury, and without fear of your fire ever going out.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magmatic Surge.&#039;&#039;&#039; As a bonus action you may expend any number of Core Temperature dice from your dice pool. If you do, you may move up to 10ft in any direction for each die used this way, as you rocket forth with explosive force. This movement does not provoke opportunity attacks. If you are not on the ground at the end of this movement and you don&#039;t have some other means of keeping yourself aloft, you fall to the ground at the end of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you use this feature, you may roll half of the dice expended, rounded down. Until your turn ends, your next successful melee attack deals additional fire damage equal to the total rolled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eternal Flame.&#039;&#039;&#039; If you would drop to 0 Hit Points while you have at least one Core Temperature die, you may expend all dice in your dice pool. If you do, roll those dice, regaining an amount of Hit Points equal to the amount rolled. You may use this ability once per long rest.&lt;br /&gt;
&lt;br /&gt;
==== Overheat ====&lt;br /&gt;
Beginning at 14th level, you can transfer your own spent heat to your allies. When you use a feature that expends all of your Core Temperature dice, fiery energy lingers around you. Until the end of your next turn, whenever a friendly creature within 15 feet of you hits with a weapon attack, they can also deal an amount of additional fire damage equal to one Core Temperature die.&lt;br /&gt;
&lt;br /&gt;
== Path of Giants ==&lt;br /&gt;
Barbarians who take the Path of the Giant embody size and power.&lt;br /&gt;
&lt;br /&gt;
==== Giant Power ====&lt;br /&gt;
When you choose this path at 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the Druidcraft or Thaumaturgy cantrip (your choice). Wisdom is your spellcasting ability for this spell.&lt;br /&gt;
&lt;br /&gt;
==== Giant’s Havoc ====&lt;br /&gt;
Also at 3rd level, your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:&lt;br /&gt;
*When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.&lt;br /&gt;
*Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.&lt;br /&gt;
&lt;br /&gt;
==== Elemental Cleaver ====&lt;br /&gt;
At 6th level, your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.&amp;lt;br&amp;gt;&lt;br /&gt;
When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 Damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.&lt;br /&gt;
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types, you can also use a bonus action to change the infused weapon.&lt;br /&gt;
&lt;br /&gt;
==== Mighty Impel ====&lt;br /&gt;
At 10th level, your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.&amp;lt;br&amp;gt;&lt;br /&gt;
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.&lt;br /&gt;
&lt;br /&gt;
==== Demiurgic Colossus ====&lt;br /&gt;
At 14th level, the primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller. In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.&lt;br /&gt;
&lt;br /&gt;
== Path of Glaciers ==&lt;br /&gt;
&lt;br /&gt;
==== Permafrost ====&lt;br /&gt;
Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you’re not wearing any armor, you gain a +1 bonus to your AC.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, your rage is a cold and patient well of power. When your rage would end early due to you either not attacking or taking damage, you can choose to maintain it instead. You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Frostbite ====&lt;br /&gt;
Also at 3rd level, you can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while you’re raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d6 cold damage from the attack. This damage increases when you reach certain levels in this class, increasing to 2d6 cold damage at 10th level and 3d6 at 14th level.&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Cold Fortress ====&lt;br /&gt;
By 6th level, you learn to further channel the icy resilience within you. When you enter a rage and are not wearing any armor, your skin becomes shielded by a protective layer of frost. This frost grants you a number of temporary hit points equal to 1d12 + your Constitution modifier that last for 1 hour. You can use a bonus action on your following turns while you’re raging to expend a Hit Die to gain these temporary hit points again. When you do, the number of temporary hit points you gain is equal to the maximum roll of the expended Hit Die + your Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
==== Deep Sleep ====&lt;br /&gt;
At 10th level, you can choose to enter a deep state of hibernation when you take a long rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.&amp;lt;br&amp;gt;&lt;br /&gt;
You awake from this rest after 6 hours or when you take damage or a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice.&lt;br /&gt;
&lt;br /&gt;
==== Icy Breath ====&lt;br /&gt;
Also at 10th level, you can use an action to breath ice out in a 60ft cone, all creatures of your choice in that area make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your constitution, all creatures who fail the save take a number of d8s of cold damage equal to your proficiency bonus and are incapacitated until the start of your next turn, taking half as much on a successful save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
==== Avalanche Stomp ====&lt;br /&gt;
At 14th level, you become as mighty as an unstoppable glacier. As an action, you can stomp the ground to send out a magical tremor. All creatures of your choice within 15 feet of you must make a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Strength modifier.&lt;br /&gt;
&lt;br /&gt;
== Path of Impulse ==&lt;br /&gt;
All barbarians are well acquainted with the concept of harnessing from a deep emotional well. However, some barbarians learn to explore facets of their emotional spirit other than rage alone, tapping into the varied emotional experience of a mortal mind.&lt;br /&gt;
&lt;br /&gt;
==== Emotional State ====&lt;br /&gt;
When you choose this path at 3rd level, whenever you go into a rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are raging.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sorrow.&#039;&#039;&#039; You tap into a deep sadness within you. You gain Resistance to Radiant, Cold, and Psychic Damage, as your body becomes disconnected and senseless. Whenever you take damage that you are resistant to, you can use your Reaction to reduce the damage that you take by 3. This damage reduction is applied after you calculate resistance. This damage reduction increases to 4 at 9th level and 5 at 16th level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fury.&#039;&#039;&#039; You sharpen the mindless anger of a normal rage to focus your anger to a sharpened point. You gain Resistance to Poison, Acid, and Necrotic damage, as your fury burns corrupting forces from your body. Additionally, your additional rage damage is equal to double your Proficiency bonus, instead of your Proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Joy.&#039;&#039;&#039; You are overtaken by giddy excitement in the rush of battle. You gain resistance to Force, Fire, and Lightning damage, as your own energy burns as hot as magical force. Additionally, your movement speed increases by 5 feet. This additional movement speed increases to 10 feet at 9th level and to 15 feet at 16th level. This movement speed is in addition to the movement speed increase granted by Fast Movement.&lt;br /&gt;
&lt;br /&gt;
==== Ardent Strikes ====&lt;br /&gt;
Starting at 6th level, the emotional energy within you begins to suffuse your weapons. While you are raging and in an Emotional State, you may cause any weapon attacks you make to deal one of the damage types that your chosen Emotional State grants you resistance to, rather than the weapon’s usual damage.&amp;lt;br&amp;gt;&lt;br /&gt;
When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2.&lt;br /&gt;
&lt;br /&gt;
==== Drain Passion ====&lt;br /&gt;
At 10th level, you gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions spell and use your Constitution for your spellcasting ability&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast this spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
When you enter an Emotional State, you can cast this spell as part of the same bonus action, expending one use of this ability. You can not lose concentration on this spell due to entering your rage. However, you can still lose concentration by other methods, such as failing a saving throw to maintain concentration or becoming incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
Starting at 14th level, you can release your pent-up emotions in a single burst. When you hit with an attack affected by your Ardent Strikes ability, you can choose to immediately end your rage. If you do so, the attack immediately deals an additional 3d12 damage of the chosen damage type. Additionally, your attack ignores both Resistance and Immunity to the damage type you deal.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have used this ability, you cannot enter the Emotional State that you were in when you used this ability until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Ravenous Warriors ==&lt;br /&gt;
&lt;br /&gt;
==== Bottomless Stomach ====&lt;br /&gt;
At 3rd level, your body is used to a constant hunger. You have twelve levels of exhaustion, gaining an effect every second level. While raging, you are immune to the effects of exhaustion, and finishing a Long Rest removes two levels of exhaustion.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
You gain Proficiency with Cook&#039;s Utensils. Additionally while raging, if you hit on a weapon attack roll, you can gain one level of exhaustion, spending a massive reserve of your energy, to choose one of the following effects:&lt;br /&gt;
*If the creature you hit is Large or smaller, it falls prone and is pushed 10ft in a direction of your choice.&lt;br /&gt;
*You recover Hit Points equal to half the damage your dealt by your attack.&lt;br /&gt;
*For this attack you ignore the targets damage resistances.&lt;br /&gt;
*You immediately make two additional attacks, targeting two creatures which you haven&#039;t attacked this turn.&lt;br /&gt;
&lt;br /&gt;
==== Breakfast ====&lt;br /&gt;
At 6th level, you’ve learned how to cook meals that give you an edge in battle. If you spend one hour cooking, you may expend a Hit Die to create a meal that can be eaten as an action, removing one level of exhaustion once eaten. Its additional benefits last for six hours, or until you eat another one of these meals. A meal gives one of the following benefits, chosen when made.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medicinal.&#039;&#039;&#039; Whenever you take Poison damage, you reduce the damage taken by an amount equal to your level, you also have advantage on Saving Throws against the Poison condition&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spicy.&#039;&#039;&#039; Whenever you take Cold damage, you reduce the damage taken by an amount equal to your level, you also have advantage on Saving Throws against the effects of extreme cold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chilled.&#039;&#039;&#039; Whenever you take Fire damage, you reduce the damage taken by an amount equal to your level, you also have advantage on Saving Throws against the effects of extreme heat.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Filling.&#039;&#039;&#039; You gain Temporary Hit Points equal to your level, and gain advantage on Constitution Checks and Saving Throws.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you create a meal this way, you create a number of portions equal to your Wisdom Modifier + your Proficiency Bonus. They spoil after a number of hours equal to your Wisdom Modifier.&lt;br /&gt;
&lt;br /&gt;
==== Lunch ====&lt;br /&gt;
Starting at 10th level, the pit of hunger in your stomach grants you a terrible power. If you have four or more levels of exhaustion while raging, you gain Consume as a Natural Weapon. Consume is a melee weapon attack deals 2d12 Piercing Damage, the target then makes a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus, on a failure, the target gains a level of exhaustion, and you lose a level of exhaustion. &lt;br /&gt;
If you reduce a creature to 0 Hit Points, your Strength and Constitution scores increase by 2 until the end of your Rage, up to a maximum of 28.&lt;br /&gt;
&lt;br /&gt;
==== Dinner ====&lt;br /&gt;
At 14th level, you can replicate the effects of a 1st level Absorb Elements spell at will, however, you can use it with the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, and thunder. The somatic components for this effect are chewing and swallowing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Path of Storm Heralds ==&lt;br /&gt;
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.&lt;br /&gt;
&lt;br /&gt;
==== Storm Aura ====&lt;br /&gt;
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.&lt;br /&gt;
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.&lt;br /&gt;
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; When this effect is activated, all other creatures of your choice in your aura take 1d4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target cannot take bonus actions until the start of your next turn and takes 1d6 lightning damage on a failed save and half as much damage on a successful one and can take bonus actions. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; When this effect is activated, each creature of your choice in your aura gains 1d4 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.&lt;br /&gt;
&lt;br /&gt;
==== Storm Soul ====&lt;br /&gt;
At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; You gain resistance to fire damage, and you don’t suffer the effects of extreme heat. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet, or increase your swimming speed by 10ft if you already have one.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; You gain resistance to cold damage, and you don’t suffer the effects of extreme cold. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.&lt;br /&gt;
&lt;br /&gt;
==== Shielding Storm ====&lt;br /&gt;
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.&lt;br /&gt;
&lt;br /&gt;
==== Raging Storm ====&lt;br /&gt;
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.&lt;br /&gt;
*&#039;&#039;&#039;Desert.&#039;&#039;&#039; Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.&lt;br /&gt;
*&#039;&#039;&#039;Sea.&#039;&#039;&#039; When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.&lt;br /&gt;
*&#039;&#039;&#039;Tundra.&#039;&#039;&#039; Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.&lt;br /&gt;
&lt;br /&gt;
== Path of Strikers ==&lt;br /&gt;
Strikers harness the primordial power of the storm to wreak havoc upon their foes, through stealing their sight, their movement, or simply crushing them before they have the chance to act at all. They are a unique type of defender for their allies, their protecting being somewhat a byproduct of the sheer devastation they inflict upon the enemy. They are not simply a conduit for the wrath of the storm, though, but instead wield it with thought and practice, shaping it into devastating strikes and unique abilities some would almost comparable to spellcraft, mimicing the sometimes unpredictable and sudden wrath of a tempest, changing these abilites like the weather with the seasons. Though they may seem dangerous and collateral-prone, Strikers are mindful to shape their lightning around and away from their allies, diffusing it through a combination of sheer will and practiced talent.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Striker could develop their powers in a number of ways. Some may be from a long lineage of Strikers, or were caught in a freak magical storm and left with some of that residual energy. However you came to be a Striker, you embody chaos and control in equal measure, proving that the best defense is an overwhelming offense.&lt;br /&gt;
&lt;br /&gt;
==== Titan ====&lt;br /&gt;
At 3rd level, you find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal 1d6 + your Strength Modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.&lt;br /&gt;
Additionally, you gain Proficiency and Expertise in Athletics.&lt;br /&gt;
&lt;br /&gt;
==== Fists of Havoc ====&lt;br /&gt;
Also at 3rd level, your rages are empowered by your thunderous might. While raging, you gain the following benefits:&lt;br /&gt;
*You gain Resistance to Lightning Damage, and your unarmed strikes deal Lightning Damage instead of their normal damage type.&lt;br /&gt;
*Your jump heights and distances are doubled.&lt;br /&gt;
*Whenever you grapple or shove a creature, they take Lightning damage equal to 1d4+ your Proficiency Bonus.&lt;br /&gt;
*As a part of the bonus action to Rage, and as a bonus action during your Rage, you may make one Unarmed Strike attack&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Arsenal ====&lt;br /&gt;
At 6th level, your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of the class description.&lt;br /&gt;
You may change one or both of these abilities to another from the same list at the end of a a long rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
A Reach or Strike can be used in place of any unarmed strike attack you would make during your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
You have advantage on any saving throws and take half damage from your Reach effects, and are immune to them while raging.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Reach and Strike abilities use your Arsenal DC in many places. This DC is equal to (8 + your proficiency bonus + your Constiution modifier)&lt;br /&gt;
&lt;br /&gt;
==== Trample ====&lt;br /&gt;
At 10th level, nothing alive or otherwise can stop the storming force that you’ve become.&lt;br /&gt;
Lightning damage you deal ignores resistance, and treats immunity as resistance which is not ignored by this feature.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your unarmed strikes deal an additional 1d4 Lightning damage, and deal double damage to structures and objects.&lt;br /&gt;
&lt;br /&gt;
==== Thundercrash ====&lt;br /&gt;
At 14th level, you have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You have also mastered the ultimate Striker technique; The Thundercrash.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can give yourself a Flying Speed of 150ft until the end of your turn. Once you begin moving, you cannot take any other actions or reactions until your flying movement is exhausted. If you stop moving at any point while using this fly speed, any of your remaining fly speed from this ability is exhausted.&amp;lt;br&amp;gt;&lt;br /&gt;
You can pass through the space of hostile creatures while you have this flight, treating that space as difficult terrain. The first time you pass through a hostile creature’s space during this movement, they take Lightning Damage equal to 2d6 + double your Proficiency Bonus. If you end the movement in the air, you float harmlessly down to the ground at a rate of 30 feet per second.&amp;lt;br&amp;gt;&lt;br /&gt;
If you end the movement touching a surface, you create a devastating shockwave, and all hostile creatures within a 30 foot cube of the impact must make a Dexterity saving throw against your Arsenal DC, or take 4d6 Lightning and 4d6 Thunder damage, and are knocked prone and blinded. On a successful save, they take half damage and are only knocked prone or blinded (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
For one minute after your Thundercrash, any hostile creatures that ends their turn within 30 feet of the impact point need to make a dexterity saving throw, or take 2d6 Lightning Damage on a failure, and half as much on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this ability, you must finish a long rest before you can use it again.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Reach ====&lt;br /&gt;
All Reaches are considered simple thrown weapons, with which you are proficient. They have a range of 30/40ft.&amp;lt;br&amp;gt;&lt;br /&gt;
They appear as Tiny objects, whose appearance you choose.&amp;lt;br&amp;gt;&lt;br /&gt;
They are summoned to your hand when you choose to attack with them, and dissapear in a small shower of sparks as soon as their effects conclude, or if they exit their range.&lt;br /&gt;
If you miss an attack roll with a Reach, it will fly past the target of the attack, until it hits another creature or surface, or exits its range.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thunderclap Reach.&#039;&#039;&#039; This reach sticks to any creature or surface it hits, and faces back towards you. As soon as it hits a surface or creature, and at the start of your next turn, all creatures of your choice within a 15 foot cone out from the surface or creature this Reach hits must make a Dexterity Saving Throw against your Arsenal DC. They take 3d6+ your Rage damage bonus in lightning damage on a fail, or half as much on a save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Blinding Reach.&#039;&#039;&#039; As soon as this Reach impacts a creature or surface, all creatures of your choice within a 15 foot cube take lightning damage equal to your Rage damage bonus, and need to make a Constitution Saving Throw against your Arsenal DC, or be blinded until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pulsing Reach.&#039;&#039;&#039; As soon as a this reach impacts a creature or surface, all creatures of your choice within a 15 foot cube need to make a Strength Saving Throw against your Arsenal DC, or take 1d6+ your Rage damage bonus in Lightning damage, and be knocked prone. On a save, a creature takes half damage and is not knocked prone.&lt;br /&gt;
&lt;br /&gt;
==== Storm’s Strike ====&lt;br /&gt;
&#039;&#039;&#039;Seismic Strike.&#039;&#039;&#039; When you take the Dash action, you can run directly into a creature, and make an unarmed strike attack (no action required). If the attack hits, deal extra lightning damage equal to your rage damage bonus, and the creature must make a Constitution Saving Throw against your Arsenal DC, or be blinded until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ballistic Strike.&#039;&#039;&#039; When you are at least 10 feet in the air, choose a point you can see on the ground. This point can be an equal distance away from how high in the air you are, to a maximum of (10 x your barbarian level). You slam down to that point, taking no fall damage, and you then make an unarmed strike attack against all creatures of your choice within 5 feet of the impact. If an attack hits, it deals extra lightning damage equal to your Rage damage bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaining Strike.&#039;&#039;&#039; When you hit a creature with a melee attack that deals any Lightning damage, a number of other creatures of your choice within 10 feet, up to a number equal to your proficiency bonus, take Lightning damage equal to 1d4 + double your Proficiency Bonus damage bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Subjugators ==&lt;br /&gt;
Those who follow this path grant no mercy and ask for none. Weakness is seen as consent to be crushed by the strong. Those that are conquered are expected to serve not only in life, but also in death.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no great numbers of tribes that follow this path, for the path of the one who would rule the dead is a path made alone, save for the wailing that follows them.&lt;br /&gt;
&lt;br /&gt;
==== Grisly Treasure ====&lt;br /&gt;
At 3rd level, you draw strength from your foes. Beasts and Monstrosities killed by you or your allies can be looted for a trophy for one hour after death.&amp;lt;br&amp;gt;&lt;br /&gt;
Trophies usually take the form of a body part or a notable item belonging to your enemy and must be displayed openly on your person to benefit you. This can take many forms, such as tying small bones to your clothing, wearing or wielding a notable item belonging to an enemy, or even crafting an item from their corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
You can hold a number of trophies equal to your proficiency bonus and taking a new trophy causes the trophy of the lowest CR creature you bear to crumble to dust and be destroyed.&lt;br /&gt;
You cannot take more than one trophy from a single enemy for use with the features of this path.&lt;br /&gt;
&lt;br /&gt;
==== Savage Lore ====&lt;br /&gt;
At 3rd level, you can summon the spirit of your fallen foe. As an Action, you hold forth a creature&#039;s trophy to summon its shade to an unoccupied space you can see within 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade has the same appearance and statistics that it had in life, but it is translucent and gray tone to it.&amp;lt;br&amp;gt;&lt;br /&gt;
The shade can only obey simple commands such as guarding a location, or following an ally.&amp;lt;br&amp;gt;&lt;br /&gt;
In combat, the shade disregards commands, mindlessly pursuing the closest enemy to make a single attack at the end of your turn. The shade&#039;s attacks deal Psychic Damage and use the statistics of the creature it&#039;s based off of.&lt;br /&gt;
The shade disappears if it&#039;s reduced to 0 hit points, you summon another shade, or after it makes a number of attacks equal to your proficiency bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
When a shade disappears, the trophy that was used to summon it crumbles to dust and is destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Grim Countenance ====&lt;br /&gt;
At 6th level, while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.&amp;lt;br&amp;gt;&lt;br /&gt;
While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the area of vanquished souls it must succeed a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier, or take Psychic Damage equal to the Proficiency Bonus of the highest CR creature who&#039;s trophy you bear and become Frightened of you and Slowed until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
==== Primal Sovereignty ====&lt;br /&gt;
By 10th level, your dominance over the dead is implacable.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Grisly Treasure feature now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the Speak With Dead spell and perceive you as an ally, though you can still only ask 5 questions.&lt;br /&gt;
In addition, you can now use a Bonus Action to precisely direct a shade&#039;s movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding legendary, mythic, villain, and lair actions.&lt;br /&gt;
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Dread Knowledge ====&lt;br /&gt;
At 14th level, you can call upon the greater powers that your enemies possessed in life.&amp;lt;br&amp;gt;&lt;br /&gt;
As an action, you hold forth a trophy to absorb the spirit held within it.&amp;lt;br&amp;gt;&lt;br /&gt;
As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently upon the battlefield it disappears and is drawn into yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
In this state you gain the ability to use any single action, legendary action, or spell-cast that was available to the creature that the spirit was in life. This state persists until you use that creature&#039;s action or use this feature again.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you absorb a spirit, you can&#039;t do so again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Path of Totem Warriors ==&lt;br /&gt;
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.&lt;br /&gt;
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Seeker ====&lt;br /&gt;
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals.&lt;br /&gt;
&lt;br /&gt;
==== Totem Spirit ====&lt;br /&gt;
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; While you’re raging, you have advantage on saving throws to resist spells and magical effects. In addition, you gain the benefits of your Danger Sense feature even when you are blinded or deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While you are raging and aren&#039;t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; While you’re raging, you regain hit points equal to half your barbarian level (rounded down) + your Constitution modifier at the start of each of your turns. If you take fire damage, this trait doesn’t function on your next turn. The spirit of the hydra makes you incredibly tenacious in combat.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While raging, you have resistance to psychic damage. In addition, you have advantage on saving throws to see past illusions and resist being charmed. The spirit of the sphinx makes your mind impenetrably sharp.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.&lt;br /&gt;
&lt;br /&gt;
==== Aspect of the Beast ====&lt;br /&gt;
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.&lt;br /&gt;
*&#039;&#039;&#039;Chimera.&#039;&#039;&#039; You gain the magical senses of a chimera. You can cast Detect Magic, but only as a ritual. Additionally, you gain proficiency in Arcana.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.&lt;br /&gt;
*&#039;&#039;&#039;Hydra.&#039;&#039;&#039; You gain the relentless endurance of a hydra. As an action, you can reduce your exhaustion level by 1, you can use this action once per long rest. The hydra’s spirit grants you the strength to persevere through the most difficult of circumstances.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; You gain the primal magic of a sphinx. When you enter your rage, you unleash a powerful, bestial roar. Each creature you choose within 30 feet of you must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Charisma modifier). A creature that fails the saving throw is deafened and frightened of you for 1 minute and takes thunder damage equal to 1d10 + your barbarian level. On a successful save, the creature takes half as much damage and isn’t frightened or deafened. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spirit of the sphinx makes you proud and imperious.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.&lt;br /&gt;
&lt;br /&gt;
==== Spirit Walker ====&lt;br /&gt;
At 10th level, you can cast the Commune With Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.&lt;br /&gt;
&lt;br /&gt;
==== Totemic Attunement ====&lt;br /&gt;
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.&lt;br /&gt;
*&#039;&#039;&#039;Bear.&#039;&#039;&#039; While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.&lt;br /&gt;
*Chimera. While you’re raging, if you are targeted by a spell, you can use your reaction to immediately move up to your speed. If you end your movement within 5 feet of the caster, the caster must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or the spell is interrupted and the caster takes Bludgeoning Damage equal to 1d12 + your Strength modifier. On a successful save, the spell is not interrupted and the caster takes half damage.&lt;br /&gt;
*&#039;&#039;&#039;Eagle.&#039;&#039;&#039; While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.&lt;br /&gt;
*&#039;&#039;&#039;Elk.&#039;&#039;&#039; While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.&lt;br /&gt;
*Hydra. While you’re raging, if you attack at least two different creatures when you take the Attack action, you can make one additional melee weapon attack as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Sphinx.&#039;&#039;&#039; While you are raging, you can use your action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action.&lt;br /&gt;
*&#039;&#039;&#039;Tiger.&#039;&#039;&#039; While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.&lt;br /&gt;
*&#039;&#039;&#039;Wolf.&#039;&#039;&#039; While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.&lt;br /&gt;
&lt;br /&gt;
== Path of Wild Magic ==&lt;br /&gt;
As folk of deep feeling, barbarians are especially susceptible to wild, fey influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.&lt;br /&gt;
&lt;br /&gt;
==== Magic Awareness ====&lt;br /&gt;
At 3rd level you can open your awareness to the presence of concentrated magic. As an action, until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Wild Surge ====&lt;br /&gt;
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. If the effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wild Magic&lt;br /&gt;
|-&lt;br /&gt;
! d8 !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shadowy tendrils lash around you. 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 1d12 temporary hit points.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. 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.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Until your rage ends, you are surrounded by multi­colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || A bolt of light shoots from your chest. 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. Until your rage ends, you can use this effect again on each of your turns as a bonus action.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Magic ====&lt;br /&gt;
Starting at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:&lt;br /&gt;
For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.&lt;br /&gt;
Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.&lt;br /&gt;
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Unstable Backlash ====&lt;br /&gt;
At 10th level, 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.&lt;br /&gt;
&lt;br /&gt;
==== Controlled Surge ====&lt;br /&gt;
At 14th level, you gain masterful control over your surges. Instead of rolling on the Wild Magic Table, you choose an effect from the table.&lt;br /&gt;
&lt;br /&gt;
== Path of Wrestlers ==&lt;br /&gt;
Spectator sports and martial arts go together hand-in-hand. One of these sports is the traditional world of wrestling. By honing their bodies through practice and physical conditioning, a wrestler can face any opponent and bring them down with ease.&lt;br /&gt;
&lt;br /&gt;
==== Ready to Go ====&lt;br /&gt;
Starting at 3rd level when you choose this path, your rage empowers your strength. While raging, you add your Proficiency Bonus to your Strength ability checks and Strength Saving Throws in addition to any Proficiency Bonus already added to these rolls.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a Wrestler Save DC equal to 8 + your Proficiency Bonus + your Strength Modifier.&lt;br /&gt;
&lt;br /&gt;
==== Vice Grip ====&lt;br /&gt;
Also at 3rd level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.&amp;lt;br&amp;gt;&lt;br /&gt;
The size of creatures that you can grapple increases by one size. When you grapple a creature more than one size larger than you, it can move as normal, but you move along with it so long as there is an unoccupied space adjacent to it.&amp;lt;br&amp;gt;&lt;br /&gt;
You may use your Bonus Action to make a Strength (Athletics) check to Grapple or Shove a creature. While you are grappling a creature that is one size larger than you or smaller, you are not Slowed.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, your Unarmed Strikes deal Bludgeoning damage equal to 1d6 + your Strength Modifier on a hit.&lt;br /&gt;
&lt;br /&gt;
==== Putting Our Heads Together ====&lt;br /&gt;
At 6th level, when grappling two creatures at once, you may replace one of your Attacks with an attack targeting each grappled target as you crush them against each other.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, your Unarmed Strikes count as magical for the purposes of overcoming Resistances and Immunities to nonmagical attacks and damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, when you Grapple a creature, or a creature attempts to escape your Grapple, if you roll lower on your check then your Wrestler Save DC, you may replace your result with your Wrestler Save DC.&lt;br /&gt;
&lt;br /&gt;
==== Weight of the World ====&lt;br /&gt;
At 10th level, you learn to slam your opponents into the ground. As an Action, you can cause a creature you are currently grappling to fall Prone, ending the Grapple. The target takes 4d6 Bludgeoning damage plus your Strength Modifier and Proficiency Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
You may choose to fall Prone instead, maintaining your Grapple, and Restraining the target while you are Prone and Grappling it.&lt;br /&gt;
&lt;br /&gt;
==== Immovable Champion ====&lt;br /&gt;
At 14th level, you have become an immovable champion, gaining the following benefits:&lt;br /&gt;
*When you roll for Initiative, you may choose to stomp the ground at your feet with earth-shaking power. Creatures of your choice within 30ft of you must make a Strength Saving Throw against your Wrestler Save DC, being knocked Prone and taking Bludgeoning Damage equal to 1d6 + your Strength Modifier + your Proficiency Bonus.&lt;br /&gt;
*When you Grapple a creature, or a creature attempts to escape your Grapple, in addition to the contested check, the creature must succeed a Strength Saving Throw against your Wrestler Save DC.&lt;br /&gt;
*You can only be knocked Prone if you choose to be.&lt;br /&gt;
*You are unaffected by forced movement unless you choose to be.&lt;br /&gt;
&lt;br /&gt;
== Path of Zealots ==&lt;br /&gt;
These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.&lt;br /&gt;
&lt;br /&gt;
==== Divine Fury ====&lt;br /&gt;
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.&lt;br /&gt;
&lt;br /&gt;
==== Warrior of the Three ====&lt;br /&gt;
At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.&lt;br /&gt;
&lt;br /&gt;
==== Zelous Presence ====&lt;br /&gt;
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
==== Rage Beyond Death ====&lt;br /&gt;
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.&amp;lt;br&amp;gt;&lt;br /&gt;
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.&lt;br /&gt;
&lt;br /&gt;
= Changes =&lt;br /&gt;
&lt;br /&gt;
==== Short Rests ====&lt;br /&gt;
Anything that recharges once on a short rest, instead recharges Proficiency Bonus number of times per long rest.&lt;br /&gt;
&lt;br /&gt;
=== Core Class ===&lt;br /&gt;
&lt;br /&gt;
==== Starting Equipment ====&lt;br /&gt;
Greataxe or Melee Martial Weapon | Any Simple or Martial Melee Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Two Handaxes or 1 Simple Weapon | Two Simple Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&#039;s Pack | Equipment Pack&amp;lt;br&amp;gt;&lt;br /&gt;
Four Javelins | Five Javelins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Additional Rage Damage ====&lt;br /&gt;
Changed Rage Damage to be based on Proficiency Bonus (+2, 1-4th. +3, 5-8th. +4, 9-12th. +5, 13-16th. +6, 17-20th), rather then seemingly arbitrary bonuses (+2, 1-8th. +3, 9-15. +4, 16-20th), this results in an average Rage Damage increase of +1.65, and with a singular extra attack, a +3.3 DPR increase (+4.95 DPR if duel wielding or Path of Berserkers, and +6.6 if duel wielding and Path of Berserkers)&lt;br /&gt;
&lt;br /&gt;
==== Rage Uses ====&lt;br /&gt;
Rage uses are based on Proficiency Bonus, rather then arbitrary amounts, also based on long rests versus short rests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PB Based&#039;&#039;&#039; 2 uses, 1-4th. 3 uses, 5-8th. 4 uses, 9-12th. 5 uses, 13-16th. 6 uses, 17-20th, per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arbitrary Based&#039;&#039;&#039; 2 uses, 1-3rd. 3 uses, 4-5th. 4 uses, 6-11th. 5 uses, 12-16th. 6 uses, 17-20th, per short or long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
On average this is less rages (+0.25 rages), and you lose the short rest regeneration.&lt;br /&gt;
&lt;br /&gt;
==== Feature Changes ====&lt;br /&gt;
Extra Attack now scales if you have more copies of the feature and reach certain levels (2 copies at 11th level, 3 copies at 20th level)&amp;lt;br&amp;gt;&lt;br /&gt;
Feral Instinct changed from &amp;quot;you ignore surprise if the first thing you do is rage&amp;quot; to &amp;quot;you can&#039;t be surprised&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Relentless Rage now allows you to try resist Critical hits.&lt;br /&gt;
&lt;br /&gt;
==== Added Features ====&lt;br /&gt;
Primal Knowledge at 3rd and 10th level&amp;lt;br&amp;gt;&lt;br /&gt;
Resolute Will at 13th level&amp;lt;br&amp;gt;&lt;br /&gt;
Gifted Strength at 15th level&amp;lt;br&amp;gt;&lt;br /&gt;
Shared Strength at 17th level&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subclasses ===&lt;br /&gt;
&lt;br /&gt;
==== Subclass Changes ====&lt;br /&gt;
Added the Chimera, Hydra, and Sphinx as options for Path of Totem Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Completely reworked Path of Battlerager&lt;br /&gt;
&lt;br /&gt;
==== Added Subclasses ====&lt;br /&gt;
Added Path of Crucibles&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Giants&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Glaciers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Impulse&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Ravenous Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Strikers&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Subjugators&amp;lt;br&amp;gt;&lt;br /&gt;
Added Path of Wrestlers&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Cantrips&amp;diff=1228</id>
		<title>Cantrips</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Cantrips&amp;diff=1228"/>
		<updated>2022-11-03T15:58:19Z</updated>

		<summary type="html">&lt;p&gt;Nverrips: /* A-M */DIE, INSECT!!!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__FORCETOC__&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
&lt;br /&gt;
=== A-M ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Acid Splash (Sorcerer, Warlock)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You hurl a bubble of acid. Choose one or two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw, taking 1d6 Acid Damage on a failed save.&lt;br /&gt;
:This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Amanuensis (Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You touch a work with writing, such as a book, scroll, or parchment, and you touch medium that could contain writing, such as a book, scroll or parchment. The work is copied into the medium at a rate of 250 words per minute, creating a perfect duplicate of the original. This spell only copies non-magical text, if the work contains non-magical writing in addition to illustrations and/or magical writing, only the non-magical writing is copied to the medium. If the medium runs out of space, then the spell ends. the spell does not translate the copied writing, it remains in the language it was copied from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Booming Blade (Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Round || Components: VM (a melee weapon)&lt;br /&gt;
|}&lt;br /&gt;
You brandish the weapon used in the spell’s casting and make a melee weapon attack with it. On a hit, the target suffers the attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
If the target willingly moves 5 feet or more before then, the target takes 1d8 Thunder Damage, and the spell ends.&lt;br /&gt;
:This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 Thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Chill Touch (Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Round || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You create a ghostly, skeletal hand in the space of a creature within range. Make a Ranged Spell Attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Necrotic Damage, and it can&#039;t regain hit points until the start of your next turn. Until then, the hand clings to the target.&lt;br /&gt;
&lt;br /&gt;
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.&lt;br /&gt;
:This spell&#039;s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Control Flames (Druid, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: S&lt;br /&gt;
|}&lt;br /&gt;
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:&lt;br /&gt;
*You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.&lt;br /&gt;
*You instantaneously extinguish the flames within the cube.&lt;br /&gt;
*You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.&lt;br /&gt;
*You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.&lt;br /&gt;
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Create Bonfire (Druid, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw, taking 1d8 fire damage on a failed save. &lt;br /&gt;
&lt;br /&gt;
A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.&lt;br /&gt;
:The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dancing Lights (Bard, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of phosphorus or wychwood, or a glowworm)&lt;br /&gt;
|}&lt;br /&gt;
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size.&lt;br /&gt;
&lt;br /&gt;
Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell&#039;s range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Die, Insect! (Druid, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Turn (Concentration) || Components: V&lt;br /&gt;
|}&lt;br /&gt;
You conjure a sphere of elemental flame which briefly hovers in place before flying at a nearby foe. At the end of your turn, the flame leaps at a random hostile creature within range; you roll randomly to determine which enemy is affected. That enemy must succeed on a Dexterity saving throw or take 8 Fire Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell&#039;s damage increases by 8 when you reach 5th level (16), 11th level (24), and 17th level (32).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Druidcraft (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
Whispering to the spirits of nature, you create one of the following effects within range:&lt;br /&gt;
*You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.&lt;br /&gt;
*You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.&lt;br /&gt;
*You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.&lt;br /&gt;
*You instantly light or snuff out a candle, a torch, or a small campfire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Echoing Strike (Bard, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this spell) || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You hurl a wave of echoing energy at a creature you can see within range. The target must make a Constitution Saving Throw, taking 1d6 Thunder Damage on a failure and being pushed back 5ft from you in a straight line.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell&#039;s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Eldritch Blast (Warlock)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Force damage.&lt;br /&gt;
:The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Encode Thoughts (Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 8 hours || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.&lt;br /&gt;
&lt;br /&gt;
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.&lt;br /&gt;
&lt;br /&gt;
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Firebolt (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn&#039;t being worn or carried.&lt;br /&gt;
:This spell&#039;s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Friends (Bard, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: SM (a small amount of makeup applied to the face as this spell is cast)&lt;br /&gt;
|}&lt;br /&gt;
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frostbite (Druid, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.&lt;br /&gt;
:The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Green-Flame Blade (Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: SM (a melee weapon)&lt;br /&gt;
|}&lt;br /&gt;
You brandish the weapon used in the spell’s casting and make a melee weapon attack with it. On a hit, the target suffers the attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.&lt;br /&gt;
:This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guidance (Cleric, Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Gust of Wind (Druid, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You seize the air and compel it to create one of the following effects at a point you can see within range:&lt;br /&gt;
*(One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.&lt;br /&gt;
*You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.&lt;br /&gt;
*You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Infestation (Druid, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VSM (a living flea)&lt;br /&gt;
|}&lt;br /&gt;
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.&lt;br /&gt;
:The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Light (Bard, Cleric, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Bonus Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VSM (a firefly or phosphorescent moss)&lt;br /&gt;
|}&lt;br /&gt;
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as a free action.&lt;br /&gt;
&lt;br /&gt;
If you target an object held or worn by a hostile creature, you must make a melee spell attack against that creature, casting the spell on a successful attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning Lure (Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 15ft || Duration: Instant || Components: V&lt;br /&gt;
|}&lt;br /&gt;
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.&lt;br /&gt;
:This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lucky Number (Bard, Sorcerer, Warlock)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 24 Hours || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You are able to tweak tiny variables affecting a creature&#039;s immediate future in order to grant yourself a bit of luck at the right time. Roll a d20; once during the duration of lucky number, when you roll that result (regardless of what type of dice the target rolls), the creature has the option to either reroll the result or add a +2 bonus to the result. The creature must decide to use this ability before the success or failure of the original roll is known. A creature can have only one lucky number per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mage Hand (Bard, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.&lt;br /&gt;
&lt;br /&gt;
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can&#039;t attack, or carry more than 10 pounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magic Stone (Druid, Warlock)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.&lt;br /&gt;
&lt;br /&gt;
If you cast this spell again, the spell ends early on any pebbles still affected by it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mending (Bard, Cleric, Druid, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Minute || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VSM (two lodestones)&lt;br /&gt;
|}&lt;br /&gt;
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.&lt;br /&gt;
&lt;br /&gt;
This spell can physically repair a magic item or construct, but the spell can&#039;t restore magic to such an object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Message (Bard, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Round || Components: VSM (a short copper wire)&lt;br /&gt;
|}&lt;br /&gt;
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.&lt;br /&gt;
&lt;br /&gt;
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn&#039;t have to follow a straight line and can travel freely around corners or through openings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mind Sliver (Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V&lt;br /&gt;
|}&lt;br /&gt;
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.&lt;br /&gt;
:This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Minor Illusion (Bard, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute || Components: SM (a bit of fleece)&lt;br /&gt;
|}&lt;br /&gt;
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.&lt;br /&gt;
&lt;br /&gt;
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else&#039;s voice, a lion&#039;s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.&lt;br /&gt;
&lt;br /&gt;
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can&#039;t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.&lt;br /&gt;
&lt;br /&gt;
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mold Earth (Druid, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: S&lt;br /&gt;
|}&lt;br /&gt;
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:&lt;br /&gt;
*If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.&lt;br /&gt;
*You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.&lt;br /&gt;
*If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.&lt;br /&gt;
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.&lt;br /&gt;
&lt;br /&gt;
=== N-Z ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Poison Spray (Druid, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.&lt;br /&gt;
:This spell&#039;s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Prestidigitation (Druid, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: 1 Hour || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:&lt;br /&gt;
*You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.&lt;br /&gt;
*You instantaneously light or snuff out a candle, a torch, or a small campfire.&lt;br /&gt;
*You instantaneously clean or soil an object no larger than 1 cubic foot.&lt;br /&gt;
*You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.&lt;br /&gt;
*You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.&lt;br /&gt;
*You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.&lt;br /&gt;
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Primal Savagery (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: S&lt;br /&gt;
|}&lt;br /&gt;
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.&lt;br /&gt;
:The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Produce Flame (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.&lt;br /&gt;
&lt;br /&gt;
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.&lt;br /&gt;
:This spell&#039;s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ray of Frost (Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.&lt;br /&gt;
:The spell&#039;s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Resistance (Cleric, Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Abjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a miniature cloak)&lt;br /&gt;
|}&lt;br /&gt;
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sacred Flame (Cleric)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.&lt;br /&gt;
:The spell&#039;s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sapping Sting (Druid, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.&lt;br /&gt;
:This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Shape Water (Druid, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:&lt;br /&gt;
*You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.&lt;br /&gt;
*You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.&lt;br /&gt;
*You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.&lt;br /&gt;
*You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.&lt;br /&gt;
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Shillelagh (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute || Components: VSM (mistletoe, a shamrock leaf, and a club or quarterstaff)&lt;br /&gt;
|}&lt;br /&gt;
The wood of a club or quarterstaff you are holding is imbued with nature&#039;s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon&#039;s damage die becomes a d8. The weapon also becomes magical, if it isn&#039;t already. The spell ends if you cast it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Shocking Grasp (Bard, Druid, Sorcerer, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can&#039;t take reactions until the start of its next turn.&lt;br /&gt;
:The spell&#039;s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Shooting Star (Cleric, Druid, Sorcerer, Warlock)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Round || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
When you cast the spell, choose a point you can see within range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5 feet of that point takes 1d10 Radiant damage.&lt;br /&gt;
:The spell&#039;s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spare the Dying (Cleric)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sword Burst (Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.&lt;br /&gt;
:This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Thaumaturgy (Cleric)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:&lt;br /&gt;
*Your voice booms up to three times as loud as normal for 1 minute.&lt;br /&gt;
*You cause flames to flicker, brighten, dim, or change color for 1 minute.&lt;br /&gt;
*You cause harmless tremors in the ground for 1 minute.&lt;br /&gt;
*You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.&lt;br /&gt;
*You instantaneously cause an unlocked door or window to fly open or slam shut.&lt;br /&gt;
*You alter the appearance of your eyes for 1 minute.&lt;br /&gt;
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Thorn Whip (Druid)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VSM (the stem of a plant with thorns)&lt;br /&gt;
|}&lt;br /&gt;
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you may pull the creature up to 10 feet closer to you.&lt;br /&gt;
:The spell&#039;s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Toll the Dead (Cleric, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS&lt;br /&gt;
|}&lt;br /&gt;
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.&lt;br /&gt;
:The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ True Strike (Bard, Sorcerer, Warlock, Wizard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Divination&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Round (Concentration) || Components: S&lt;br /&gt;
|}&lt;br /&gt;
You point a finger at a target in range. Your magic grants you a brief insight into the target&#039;s defenses. On your next turn, you gain advantage on your attack rolls against the target, provided that this spell hasn&#039;t ended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Vicious Mockery (Bard)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V&lt;br /&gt;
|}&lt;br /&gt;
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.&lt;br /&gt;
:This spell&#039;s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Word of Radiance (Cleric)&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation&lt;br /&gt;
|-&lt;br /&gt;
| Range: 5ft || Duration: Instant || Components: V&lt;br /&gt;
|}&lt;br /&gt;
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.&lt;br /&gt;
:The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).&lt;/div&gt;</summary>
		<author><name>Nverrips</name></author>
	</entry>
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