This commit is contained in:
TheGiddyLimit
2024-02-19 22:18:48 +00:00
parent 661a119c6d
commit b323d4123e
157 changed files with 43972 additions and 697 deletions

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@@ -1006,6 +1006,23 @@
"Shadow Lore|Bard||Whispers|XGE|14"
]
},
{
"name": "College of the Road",
"shortName": "Road",
"source": "HWCS",
"className": "Bard",
"classSource": "PHB",
"page": 36,
"subclassFeatures": [
"College of the Road|Bard||Road|HWCS|3",
"Favorite Trick|Bard||Road|HWCS|6",
"Improved Tricks|Bard||Road|HWCS|6",
"Traveler's Tricks|Bard||Road|HWCS|6",
"Favorite Trick|Bard||Road|HWCS|14",
"Improved Tricks|Bard||Road|HWCS|14",
"Traveler's Tricks|Bard||Road|HWCS|14"
]
},
{
"name": "College of Creation",
"shortName": "Creation",
@@ -1498,6 +1515,250 @@
}
],
"subclassFeature": [
{
"name": "College of the Road",
"source": "HWCS",
"page": 36,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Road",
"subclassSource": "HWCS",
"level": 3,
"entries": [
"Not an officially recognized college, the College of the Road represents the personal and eclectic sets of skills, knowledge, and techniques a wandering bard picks up along their journey. As inveterate jacks-of-all-trades, bards possess a variety of aptitudes in combat, magecraft, and general know-how, making them particularly well suited to learning a variety of different skills. It often happens that while traveling, a bard winds up sharing their campfire with a motley assortment of wandering adventurers who may impart valuable lessons in exchange for a lively song or a well-told tale. Compared to students of other Bard Colleges, a special kind of sensibility is important for the College of the Road. How effectively a bard of this College can apply what they have learned depends on their understanding and insight. The College of the Road is sometimes a harsh teacher, but bards who follow this path often find themselves rewarded with a diverse array of useful tricks and tactics. Those who underestimate a bard from the College of the Road soon find that these \"graduates\" are full of surprises.",
{
"type": "entries",
"name": "Bonus Proficiencies",
"entries": [
"When you join the College of the Road at 3rd level, you gain a few useful proficiencies picked up from your time on the road. Choose three of the following options (each option can only be selected once):",
{
"type": "list",
"items": [
"You gain proficiency with a {@filter Gaming Set|items|source=phb|miscellaneous=mundane|type=gaming set} of your choice.",
"You gain proficiency with a {@filter martial weapon|items|source=phb|category=basic|type=martial weapon;melee weapon=u~u~sand} of your choice",
"You gain proficiency with {@item Herbalism Kit|phb|Herbalism Kits}",
"You gain proficiency with {@item Thieves' Tools|PHB}",
"You gain proficiency with a skill of your choice",
"You learn two languages of your choice"
]
}
]
},
{
"type": "entries",
"name": "Wanderer's Lore",
"entries": [
"At 3rd level, you can share any useful tidbits of information you have come across in your travels to help others to see problems from a new angle. When a creature has a Bardic Inspiration die granted by you, they may make a single {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion} check with advantage. The creature may choose whether or not to add the Bardic Inspiration die to this roll."
]
},
{
"type": "entries",
"name": "Traveler's Tricks",
"entries": [
"At 3rd level you already have several memorable experiences from your life on the road. You learn two Traveler's Tricks of your choice (see Traveler's Trick Options).",
"These Traveler's Tricks represent skills, techniques, and useful pieces of knowledge picked up along the way. Each one requires you to expend a use of your Bardic Inspiration, and takes a bonus action to use unless otherwise specified.",
"At 6th level and at 14th level you learn an additional Traveler's Trick."
]
},
{
"type": "entries",
"name": "Traveler's Trick Options",
"entries": [
"The Traveler's Trick feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. Each one is associated with a different class, and those marked with an asterisk (*) are magical effects.",
"Unlike traditional bard abilities which rely on skill or panache to be properly executed, the greatest asset for picking up tricks along the road is common sense and an openness to learning new ideas. Wisdom affects how powerful your traveler's tricks are, as well as how hard they are to counter. If an option requires a saving throw, your Traveler's Trick save DC equals 8 + your proficiency bonus + your Wisdom modifier.",
{
"type": "options",
"entries": [
{
"type": "entries",
"name": "Acrobatics Lessons",
"entries": [
"A slick rogue once gave you some pointers on zigging and zagging. When you or an ally makes a Dexterity saving throw, you may expend one use of your Bardic Inspiration, rolling a Bardic Inspiration die and adding the result to the saving throw. An ally must be within 60 feet of you and able to see and hear you to benefit from this trick.",
"At 6th level, if the target succeeds the saving throw against an effect that would deal half damage on a successful save, the target takes no damage instead.",
"At 14th level, even if the target fails their saving throw they only take half damage from the effect."
]
},
{
"type": "entries",
"name": "Armed Combat Lessons",
"entries": [
"A seasoned fighter taught you how to use a simple combat stance to wield your weapons more effectively. When you select this option, choose from the following {@b Fighting Styles}:",
{
"type": "list",
"items": [
"Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.",
"Dueling: 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.",
"Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.",
"Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier."
]
},
"When you make a weapon attack, you can expend one use of your Bardic Inspiration, adding your Bardic Inspiration die to the attack or damage roll. When you do this, you gain the benefits of your chosen Fighting Style for 10 minutes.",
"At 6th level, you learn how to use your stance to chain your attacks together in deadly combination. Once, while your Fighting Style is active, you may attack twice, instead of once, when taking the Attack action on your turn.",
"At 14th level you have learned to shore up any weaknesses in your stance. You gain +1 to your AC for the effect's duration."
]
},
{
"type": "entries",
"name": "Bind the Wound",
"entries": [
"An experienced paladin instructed you in the basics of combat triage. When you or an ally within 5 feet of you receives healing of any kind, you may use your reaction to expend one use of your Bardic Inspiration and provide extra healing equal to the number on the Bardic Inspiration die roll + your Wisdom modifier (minimum of 1). You must have at least one hand free in order to quickly staunch the target's wound.",
"At 6th level, you have learned to identify a selection of useful herbs that you can carry with you. When providing additional healing with this trick you may also remove the poisoned or paralyzed condition from the target.",
"At 14th level, you have developed a true knack for emergency triage. You may additionally remove a single disease affecting the target of this ability."
]
},
{
"type": "entries",
"name": "Boxing Lessons",
"entries": [
"A wise monk was happy to share the basic form of the jab and weave. When you take the {@action Attack} action, you can expend one use of your Bardic Inspiration to quickly execute two unarmed strikes against one or more creatures you could target. You may use Dexterity instead of Strength for the attack and damage rolls of these unarmed strikes. The damage die used for these unarmed strikes is the same as your Bardic Inspiration die.",
"At 6th level, you have finally mastered the \"weave\" portion of your technique. You do not provoke {@action opportunity attack|phb|attacks of opportunity} this turn.",
"At 14th level, your practice has paid off, granting you the use of a slightly ki-infused attack. When you hit with one of these attacks you may attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn."
]
},
{
"type": "entries",
"name": "Conjure Woodland Spirit*",
"entries": [
"A patient druid shared the secrets of forest magic with you. You can expend one use of your Bardic Inspiration as an action to conjure a forest guardian spirit in an unoccupied space you can see within 60 feet of you. The guardian spirit is Large, and takes the appearance of a spectral predatory cat. Any enemy that moves into or leaves a space adjacent to the guardian spirit must make a Wisdom saving throw, taking magical slashing damage equal to your Bardic Inspiration die on a failure. The guardian spirit will remain for as long as you concentrate on it, up to 10 minutes.",
"At 6th level, your bond with the guardian spirit grows even deeper. Any creature dealt damage by your guardian spirit has their speed reduced to 0 for the rest of the turn.",
"At 14th level, any Large or smaller creature who has their speed reduced to 0 by the guardian spirit is restrained for as long as you maintain your concentration, as your guardian spirit pins them in place. The target can break free by spending an action to make a Strength ({@skill Athletics}) check against your Traveler's Trick save DC."
]
},
{
"type": "entries",
"name": "Dark Bargain*",
"entries": [
"You made a shady bargain with a haggard warlock. When you select this option, choose a {@filter Eldritch Invocation|optionalfeatures|type=EI} from the Warlock's list of class features for which you meet the prerequisites. You can expend one use of your Bardic Inspiration to gain the benefits of this Dark Invocation for 10 minutes. Doing this requires you to roll your Bardic Inspiration die and take an amount of necrotic damage equal to the roll.",
"At 6th level, you have learned how to deepen your pact with the warlock you once met. You may choose to take double the necrotic damage you rolled on your Bardic Inspiration die to instead have the effect last for 1 hour.",
"At 14th level, your pact with the warlock unlocks frightening new power. When you reach 14th level, choose a single spell of 7th level or lower from the {@filter warlock's spell list|spells|level=0;1;2;3;4;5;6;7|class=warlock}. You may cast the spell once during this effect without expending any spell slots, although you must cast it at the level of your highest spell slot. In exchange, the spell deals additional necrotic damage to you equal to twice the level at which it was cast."
]
},
{
"type": "entries",
"name": "Evocation Lessons*",
"entries": [
"A venerable wizard shared secrets of evocation magic with you. When you select this option, choose a damage-dealing spell you can cast. You can expend one use of your Bardic Inspiration when you cast this spell to change the type of damage it deals to your choice of either acid, cold, fire, lightning, or thunder (chosen when you cast the spell). Add the number you roll on your Bardic Inspiration die + your Wisdom modifier (minimum of 1) to the damage dealt by the spell.",
"At 6th level you may choose to change the spell you had previously selected with this feature to another spell that you know.",
"At 14th level you may choose to change the spell you had previously selected with this feature to another spell that you know."
]
},
{
"type": "entries",
"name": "Hunting Lessons*",
"entries": [
"A skilled ranger taught you how to use your magic to pinpoint your quarry's weak spots. You can expend one use of your Bardic Inspiration to target one creature you can see within 90 feet of you as your quarry. For as long as you concentrate on this ability, up to 1 hour, all weapon attacks you make against the target deal additional damage equal to your Bardic Inspiration die.",
"At 6th level, you have honed your skills to the point where you can easily track your quarry. For the duration of the effect, you are aware of your target's approximate distance and direction from you, so long as you are on the same plane.",
"At 14th level, you can maintain this effect for up to 24 hours."
]
},
{
"type": "entries",
"name": "Reckless Tactics",
"entries": [
"You learned from a hardened barbarian that sometimes you have to charge into combat with no regard for your own safety. When you make an attack with a melee weapon that has either the heavy, two handed, or versatile quality, you can expend one use of your Bardic Inspiration to gain advantage on the attack. Add the number you roll on your Bardic Inspiration die + your Wisdom modifier (minimum of 1) to the attack's damage roll. Attacks made against you this round have advantage.",
"At 6th level you have learned, through practice, how to push your offense even further. You may impose a -5 penalty to this attack roll. If the attack hits, you add +10 to the attack's damage.",
"At 14th level, your experience has taught you how to really go all in. If you have not moved this turn, you may voluntarily reduce your speed to 0 until your next turn to resolve this attack against any number of creatures within 5 feet of you, making a separate attack roll for each target."
]
},
{
"type": "entries",
"name": "Warding Trick*",
"entries": [
"A gentle cleric taught you how to channel your magic into a protective veil. You can expend one use of your Bardic Inspiration as an action to grant an ally you can see within 60 feet of you a number of temporary hit points equal to your roll on the Bardic Inspiration die + your Wisdom modifier (minimum of 1). This ward lasts for as long as you maintain concentration on it, up to 10 minutes.",
"At 6th level, your practice allows you to weave wards that retaliate against those who would harm your allies. Any creature who deals damage to an ally with temporary hit points granted by this effect must make a Wisdom saving throw. On a failure, the creature dealing damage takes an amount of radiant damage equal to your Bardic Inspiration die.",
"At 14th level, you have learned how to make your ward even more resilient. For the duration of the effect, at the beginning of each round on your turn the target gains a number of temporary hit points equal to your Bardic Inspiration die + your Wisdom modifier (minimum of 1). These replace any previous temporary hit points."
]
}
]
}
]
}
]
},
{
"name": "Favorite Trick",
"source": "HWCS",
"page": 36,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Road",
"subclassSource": "HWCS",
"level": 6,
"header": 2,
"entries": [
"At 6th level, you have gained enough mastery over one of your Traveler's Tricks that you can use it whenever it's needed. You may choose one Traveler's Trick that you know and designate it as your favorite trick. If you roll initiative and have no uses of Bardic Inspiration remaining, you regain one use of it. Any Bardic Inspiration gained in this way can only be used to perform your favorite trick."
]
},
{
"name": "Improved Tricks",
"source": "HWCS",
"page": 36,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Road",
"subclassSource": "HWCS",
"level": 6,
"header": 2,
"entries": [
"At 6th level, your Traveler's Tricks become stronger. By practicing the tricks you know, and encountering stronger adventurers who share their knowledge with you, your mastery over your tricks increases."
]
},
{
"name": "Traveler's Tricks",
"source": "HWCS",
"page": 36,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Road",
"subclassSource": "HWCS",
"level": 6,
"header": 2,
"entries": [
"At 6th level you learn an additional Traveler's Trick."
]
},
{
"name": "Favorite Trick",
"source": "HWCS",
"page": 36,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Road",
"subclassSource": "HWCS",
"level": 14,
"header": 2,
"entries": [
"At 14th level you can select a second favorite trick from among Traveler's Tricks you know."
]
},
{
"name": "Improved Tricks",
"source": "HWCS",
"page": 36,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Road",
"subclassSource": "HWCS",
"level": 14,
"header": 2,
"entries": [
"At 14th level, your Traveler's Tricks become stronger. By practicing the tricks you know, and encountering stronger adventurers who share their knowledge with you, your mastery over your tricks increases."
]
},
{
"name": "Traveler's Tricks",
"source": "HWCS",
"page": 36,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Road",
"subclassSource": "HWCS",
"level": 14,
"header": 2,
"entries": [
"At 14th level you learn an additional Traveler's Trick."
]
},
{
"name": "College of Lore",
"source": "PHB",

View File

@@ -1530,6 +1530,88 @@
"Keeper of Souls|Cleric||Grave|XGE|17"
]
},
{
"name": "Community Domain",
"shortName": "Community",
"source": "HWCS",
"className": "Cleric",
"classSource": "PHB",
"page": 39,
"additionalSpells": [
{
"prepared": {
"1": [
"bless",
"goodberry"
],
"3": [
"aid",
"heroism"
],
"5": [
"beacon of hope",
"spirit guardians"
],
"7": [
"banishment",
"mordenkainen's faithful hound"
],
"9": [
"mass cure wounds",
"rary's telepathic bond"
]
}
}
],
"subclassFeatures": [
"Community Domain|Cleric||Community|HWCS|1",
"Channel Divinity: Magnificent Feast|Cleric||Community|HWCS|2",
"Channel Divinity: Community Watch|Cleric||Community|HWCS|6",
"Divine Strike|Cleric||Community|HWCS|8",
"Paragon of the People|Cleric||Community|HWCS|17"
]
},
{
"name": "Night Domain",
"shortName": "Night",
"source": "HWCS",
"className": "Cleric",
"classSource": "PHB",
"page": 40,
"additionalSpells": [
{
"prepared": {
"1": [
"sleep",
"veil of dusk|HWCS"
],
"3": [
"darkness",
"moonbeam"
],
"5": [
"nondetection",
"globe of twilight|HWCS"
],
"7": [
"divination",
"stellar bodies|HWCS"
],
"9": [
"dream",
"seeming"
]
}
}
],
"subclassFeatures": [
"Night Domain|Cleric||Night|HWCS|1",
"Channel Divinity: Invocation of Night|Cleric||Night|HWCS|2",
"Improved Ward|Cleric||Night|HWCS|6",
"Veil of Dreams|Cleric||Night|HWCS|8",
"Creature of the Night|Cleric||Night|HWCS|17"
]
},
{
"name": "Order Domain",
"shortName": "Order",
@@ -2305,6 +2387,276 @@
"Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target."
]
},
{
"name": "Community Domain",
"source": "HWCS",
"page": 39,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Community",
"subclassSource": "HWCS",
"level": 1,
"entries": [
"The community domain focuses on the ties that bind all people together. These are the ties of family and friendship, the ties to ancestors, as well as the ties between elders and the next generation with whom they share their wisdom. The power of the Gods of community is in the security of home and hearth, and the joy of good company. Many such gods teach the value of tradition and simple ways of living in harmony with the natural world. They also tend towards the rule of law, not as a kind of great bureaucracy, but as sacred traditions passed from generation to generation. Some gods advocate the removal of harsh or disruptive forces to this order, and proper sanctions for the violation of the goodwill that any community ought to provide.",
"Clerics of such gods value unity, and praise the strength that can be gained when people support each other.",
{
"type": "table",
"caption": "Community Domain Spells",
"colLabels": [
"Cleric Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9"
],
"rows": [
[
"1st",
"{@spell Bless}, {@spell Goodberry}"
],
[
"3rd",
"{@spell Aid}, {@spell Heroism}"
],
[
"5th",
"{@spell Beacon of Hope}, {@spell Spirit Guardians}"
],
[
"7th",
"{@spell Banishment}, {@spell Mordenkainen's Faithful Hound}"
],
[
"9th",
"{@spell Mass Cure Wounds}, {@spell Rary's Telepathic Bond}"
]
]
},
{
"type": "refSubclassFeature",
"subclassFeature": "Blessing of the Hearth|Cleric||Community|HWCS|1"
}
]
},
{
"name": "Blessing of the Hearth",
"source": "HWCS",
"page": 39,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Community",
"subclassSource": "HWCS",
"level": 1,
"header": 1,
"entries": [
"From 1st level, you gain the ability to conjure a small flagstone hearth with a simple iron cooking pot whenever you rest. This hearth helps warm you and your companions, and can be used to prepare hearty and nutritious meals on the road. If you or any friendly creatures you make camp with would regain hit points at the end of a short rest by spending one or more hit dice, each of those creatures may choose to re-roll one of their resting dice, taking the higher roll between the two.",
"Additionally, you gain proficiency with {@item Cook's Utensils|PHB}."
]
},
{
"name": "Channel Divinity: Magnificent Feast",
"source": "HWCS",
"page": 39,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Community",
"subclassSource": "HWCS",
"level": 2,
"header": 2,
"entries": [
"Starting at 2nd level, you may use your Channel Divinity to conjure a magical feast for the rough road ahead. By spending 10 minutes, you may create a number of delicious, well-prepared, yet simple food items equal to your Wisdom modifier (minimum of 1). These food items will last up to 8 hours or until the end of a rest, and will never spoil. Eating food created in this way takes an action, providing whomever eats it with healing equal to {@dice 2d4} + your cleric level, and can remove either the {@condition frightened} or {@condition poisoned} condition from that creature (chosen by the creature when consumed)."
]
},
{
"name": "Channel Divinity: Community Watch",
"source": "HWCS",
"page": 39,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Community",
"subclassSource": "HWCS",
"level": 6,
"header": 2,
"entries": [
"Starting at 6th level, you can use your Channel Divinity to instill a feeling of vigilant protection in you and your allies. You grant yourself and a number of allies, up to your Wisdom modifier (minimum of 1), a boon from your deity. Allies must be able to see you and be within 30 feet to receive the boon. Once per round, a creature benefitting from this boon can roll a {@dice d6}, adding the result to a skill check, saving throw, or attack roll. This effect lasts for a number of rounds equal to your Wisdom modifier (minimum of 1 round). A creature can only benefit from this effect if it can see at least one of its allies."
]
},
{
"name": "Divine Strike",
"source": "HWCS",
"page": 39,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Community",
"subclassSource": "HWCS",
"level": 8,
"header": 2,
"entries": [
"At 8th level, you gain the ability to infuse your weapon with the power to punish wrongdoing. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@dice 1d8} psychic damage to the target. Visions of the evil they have wrought upon others flash before their eyes. You choose whether any foe reduced to 0 hit points by this attack remains stable or dies. When you reach 14th level, the extra damage increases to {@dice 2d8}."
]
},
{
"name": "Paragon of the People",
"source": "HWCS",
"page": 39,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Community",
"subclassSource": "HWCS",
"level": 17,
"header": 2,
"entries": [
"At 17th level, your Community Watch grants an additional {@dice d6} to each affected ally. It also grants immunity to fear for the duration of the effect. Additionally, your Magnificent Feast produces twice as many foodstuffs, each of which can, when consumed, remove a single curse or disease affecting the target (including attunement to a cursed item)."
]
},
{
"name": "Night Domain",
"source": "HWCS",
"page": 40,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Night",
"subclassSource": "HWCS",
"level": 1,
"entries": [
"The night is mysterious, and conceals many unseen dangers. However, the cover of darkness also brings protection from predators and shadows within which one can conceal themselves. The gods of night are varied, encompassing those who would use the cover of darkness to protect others from threats, to those who would use the shadows for wrong doings. The motives of night gods are often shrouded in mystery. Many teach their followers that it is only by peering through the darkness and looking beyond what is hidden that one can attain truth. Clerics of night do their best to keep themselves and their companions safe while journeying through the darkness.",
{
"type": "table",
"caption": "Night Domain Spells",
"colLabels": [
"Cleric Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9"
],
"rows": [
[
"1st",
"{@spell Sleep}, {@spell Veil of Dusk|HWCS}"
],
[
"3rd",
"{@spell Darkness}, {@spell Moonbeam}"
],
[
"5th",
"{@spell Nondetection}, {@spell Globe of Twilight|HWCS}"
],
[
"7th",
"{@spell Divination}, {@spell Stellar Bodies|HWCS}"
],
[
"9th",
"{@spell Dream}, {@spell Seeming}"
]
]
},
{
"type": "refSubclassFeature",
"subclassFeature": "Eye of Twilight|Cleric||Night|HWCS|1"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Ward of Shadows|Cleric||Night|HWCS|1"
}
]
},
{
"name": "Eye of Twilight",
"source": "HWCS",
"page": 40,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Night",
"subclassSource": "HWCS",
"level": 1,
"header": 1,
"entries": [
"Beginning at 1st level, a divine blessing grants you the ability to see more clearly in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in magical or nonmagical darkness as if it were only dim light. You can't discern color in the darkness, only shades of gray.",
"When you reach 6th level, you can see in dim light within 120 feet of you as if it were bright light, and in magical or nonmagical darkness as if it were dim light. You can't discern color in the darkness, only shades of gray.",
"At 8th level, you can see normally in darkness, both magical and nonmagical within 120 feet.",
"Finally, at 17th level, your eyes are able to see the truth hiding within darkness. You gain the ability to call upon the powers of your deity to grant yourself {@sense truesight} within 120 feet of you for a number of minutes equal to your Wisdom modifier (a minimum of 1 minute). Your {@sense truesight} only functions while in conditions of magical or nonmagical darkness. Once you have used this feature, you cannot use it again until you have completed a long rest."
]
},
{
"name": "Ward of Shadows",
"source": "HWCS",
"page": 40,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Night",
"subclassSource": "HWCS",
"level": 1,
"header": 1,
"entries": [
"At 1st level, you can create a ward of divine shadows to conceal yourself from an attacking enemy. When attacked by a creature you can see within 30 feet of you, you can use your reaction to impose disadvantage on the attack roll, as shadows envelop your form. An attacker that can't be {@condition blinded} is immune to this feature.",
"You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and regain all expended uses when you finish a long rest."
]
},
{
"name": "Channel Divinity: Invocation of Night",
"source": "HWCS",
"page": 40,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Night",
"subclassSource": "HWCS",
"level": 2,
"header": 2,
"entries": [
"Starting at 2nd level, you can use your Channel Divinity to harness the powers of night, clouding the vision of your foes in a shroud of darkness.",
"As an action, you present your holy symbol causing any source of mundane or magical light within 30 feet of you to be extinguished. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature who fails the saving throw is {@condition blinded} for a number of rounds equal to your cleric level. A creature blinded in this way gets a new saving throw at the end of each of its turns to remove the effect. A creature that has total cover from you is not affected."
]
},
{
"name": "Improved Ward",
"source": "HWCS",
"page": 40,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Night",
"subclassSource": "HWCS",
"level": 6,
"header": 2,
"entries": [
"At 6th level, you can use your Ward of Shadows feature whenever a creature you can see within 30 feet of you attacks a creature besides yourself."
]
},
{
"name": "Veil of Dreams",
"source": "HWCS",
"page": 40,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Night",
"subclassSource": "HWCS",
"level": 8,
"header": 2,
"entries": [
"When you reach 8th level, you gain mastery over magical sleep. When you cast the {@spell sleep} spell, add your cleric level to the dice you roll to determine how many hit points of creatures the spell can affect.",
"You may choose the order in which creatures within the spell's area are affected. If the first target chosen has too many hit points to be affected, the spell will instead target the next creature you have chosen that the spell could affect before affecting other targets.",
"Additionally, any creature you put to sleep cannot be woken until the start of your next turn. Otherwise, the {@spell sleep} spell acts as normal."
]
},
{
"name": "Creature of the Night",
"source": "HWCS",
"page": 40,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Night",
"subclassSource": "HWCS",
"level": 17,
"header": 2,
"entries": [
"Starting at 17th level, you can use your action to activate a supernatural aura of deep night. It lasts for 1 minute, or until you dismiss it using another action. You emit heavily obscuring darkness in a 30-foot radius and lightly obscuring shadows 50 feet beyond that. The darkness and shadows overlap and smother existing sources of light. Only light produced by a 9th level spell or similarly powerful effect can negate the darkness and shadows.",
"Enemies within the shadows constantly feel the presence of hungry predators watching them, and become {@condition frightened} as long as they remain inside the affected area. Enemies in the darkness are both {@condition blinded} and {@condition frightened} for as long as they remain within its area."
]
},
{
"name": "Knowledge Domain",
"source": "PHB",

View File

@@ -944,6 +944,21 @@
"Strength before Death|Fighter||Samurai|XGE|18"
]
},
{
"name": "Scofflaw",
"shortName": "Scofflaw",
"source": "HWCS",
"className": "Fighter",
"classSource": "PHB",
"page": 41,
"subclassFeatures": [
"Scofflaw|Fighter||Scofflaw|HWCS|3",
"Misdirection|Fighter||Scofflaw|HWCS|7",
"Blindside|Fighter||Scofflaw|HWCS|10",
"Infamy|Fighter||Scofflaw|HWCS|15",
"Two For Flinching|Fighter||Scofflaw|HWCS|18"
]
},
{
"name": "Echo Knight",
"shortName": "Echo Knight",
@@ -1515,6 +1530,104 @@
"In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature."
]
},
{
"name": "Scofflaw",
"source": "HWCS",
"page": 41,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Scofflaw",
"subclassSource": "HWCS",
"level": 3,
"entries": [
"A fighter who hits hard and fights dirty, the Scofflaw balks at the ideals of honor and tradition, doing what they need to survive. Rules are made to be broken, and the Scofflaw extends this logic to their fighting style. Using every trick at their disposal to gain the upper hand against their foes, the Scofflaw cows their enemy into submission, or overwhelms their defenses with a single cheap shot.",
"Scofflaws eventually trust their notorious reputation to do much of the work for them, gaining the ability to cause foes to quake with a single threat. Scofflaws are a diverse bunch that run the gamut from graceful yet deadly knaves to bruiser thugs. What ties them together is their belief that there's no such thing as a bad win.",
{
"type": "entries",
"name": "Bonus Proficiency",
"entries": [
"When you choose this Martial Archetype at 3rd level, you gain proficiency in one of the following skills of your choice: {@skill Deception}, {@skill Insight}, {@skill Intimidation}, {@skill Sleight of Hand}, or {@skill Stealth}. Alternatively, you may learn {@class rogue|phb|Thieves' Cant||phb|Thieves' Cant 1}."
]
},
{
"type": "entries",
"name": "Intimidating Banter",
"entries": [
"At 3rd level, you are adept at integrating insults and barbs into your fighting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks."
]
},
{
"type": "entries",
"name": "Brutal Brawler",
"entries": [
"At 3rd level, your tavernside scuffles have honed your ability to deal damage with just about anything that's handy. You have proficiency with improvised weapons, and treat any improvised weapon you handle as if it has the finesse quality.",
"Additionally, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maximum number each of the weapon's damage dice could deal to the target. Any additional dice added to the attack's damage roll are not affected by this ability.",
"At 10th level, the improvised weapons you wield become even more lethal in your hands. When you spend your bonus action to break an improvised weapon over your opponent, add an additional {@damage 2d6} to the weapon's base damage dice.",
"At 18th level, you have advantage on attacks you make with improvised weapons."
]
}
]
},
{
"name": "Misdirection",
"source": "HWCS",
"page": 41,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Scofflaw",
"subclassSource": "HWCS",
"level": 7,
"header": 2,
"entries": [
"At 7th level, you are adept at using words and gestures to taunt or fake-out your opponent, turning their lack of composure against them. This allows you to goad your foe into swinging in ways that can cause them to strike their allies, or which leave them open to a counterattack. As a bonus action you can misdirect an opponent within 5 feet of you. The target must succeed on an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failure, they must spend their reaction to attack a creature of your choice within 5 feet of them. If no other creatures are present within 5 feet of them, they waste their reaction attacking the air where you once were.",
"In order for you to misdirect a creature in this way they must be able to see, hear, or otherwise be able to understand you."
]
},
{
"name": "Blindside",
"source": "HWCS",
"page": 41,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Scofflaw",
"subclassSource": "HWCS",
"level": 10,
"header": 2,
"entries": [
"At 10th level, you are truly skilled at exploiting the openings you create in combat, hitting off-guard opponents with precise blows that are swift and deadly. You may use this technique against any creature that hasn't yet taken a turn in combat, or who you have successfully misdirected this turn. You may also apply this technique to any attack roll you make with advantage. On a hit, you exploit an opening in the target's defenses, dealing an extra {@damage 5d6} points of damage. Once you use this ability, you can't use it again until you have taken a short or long rest.",
"At 15th level, the damage dealt by your blindside increases to {@damage 7d6}.",
"At 18th level the damage dealt by your blindside increases to {@damage 9d6}. If you have no uses of this ability at the beginning of combat on your turn, you regain one use of it."
]
},
{
"name": "Infamy",
"source": "HWCS",
"page": 41,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Scofflaw",
"subclassSource": "HWCS",
"level": 15,
"header": 2,
"entries": [
"At 15th level, your reputation precedes you, making it easy for you to strike fear into the hearts of anyone foolish enough to oppose you. As part of your {@action Attack} action, you can utter deadly threats to a single target within 30 feet of you, causing them to become {@condition frightened} of you for 1 minute on a failed Wisdom saving throw. An affected target may repeat this saving throw at the end of each of their turns, ending the effect on a success. The DC for this saving throw is 8 + your proficiency bonus + your Strength or Dexterity modifier. A creature who has witnessed or heard tales of your ruthlessness makes this saving throw with disadvantage.",
"In order for you to use this feature, a creature must be able to see, hear, or otherwise be able to understand you."
]
},
{
"name": "Two For Flinching",
"source": "HWCS",
"page": 41,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Scofflaw",
"subclassSource": "HWCS",
"level": 18,
"header": 2,
"entries": [
"At 18th level, you have perfected the art of exploiting your opponent's weakness. Whenever you take the attack action against an opponent you have successfully misdirected this turn, or an opponent that is afflicted by a {@book condition|PHB|11}, you may make one additional attack against that opponent. You may only use this feature once per round."
]
},
{
"name": "Battle Master",
"source": "PHB",

View File

@@ -1754,7 +1754,7 @@
"The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the {@action Attack}, {@action Dash}, {@action Disengage}, or {@action Help} action. If you don't issue a command, the beast takes the {@action Dodge} action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the {@action Attack} action.",
"If you are {@condition incapacitated} or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.",
"While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.",
"If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one."
"If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn't hostile to you and that meets the requirements."
]
},
{