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dnd_homebrew.ctd
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<?xml version="1.0" ?>
<cherrytree>
<node custom_icon_id="44" foreground="" is_bold="False" name="Campaign Specific" prog_lang="custom-colors" readonly="True" tags="" ts_creation="1582655627.99" ts_lastsave="1582655665.42" unique_id="169">
<rich_text></rich_text>
<node custom_icon_id="44" foreground="" is_bold="False" name="Fated Few" prog_lang="custom-colors" readonly="True" tags="" ts_creation="1582655682.66" ts_lastsave="1582655694.89" unique_id="170">
<rich_text></rich_text>
<node custom_icon_id="44" foreground="" is_bold="False" name="Vestiges" prog_lang="markdown" readonly="True" tags="" ts_creation="1582655694.91" ts_lastsave="1582655694.91" unique_id="171">
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<node custom_icon_id="18" foreground="" is_bold="False" name="Qu’adim’s Folly" prog_lang="markdown" readonly="False" tags="" ts_creation="1582655724.44" ts_lastsave="1582658436.57" unique_id="172">
<rich_text>*Wondrous item, Artifact (requires attunement by a sorcerer in tune to wild magic)*
Bangles made from interwoven vines of gilded metal seemingly not of this world, catching the light in pleasing ways no matter the situation. To most, these are well made but mundane bracers, as they do not respond to normal magic, not even registering to a detect magic spell. When attuned to one with an unusual connection to the weave, they reveal their power.
**Channeled Chaos.** While attuned to these bracelets, you can channel the unpredictable properties of your weave into the spells you cast, instead of building up energy into an inevitable surge. When you cast a spell that deals damage that is not bludgeoning, piercing or slashing damage, you can choose to forego gaining surge charges and roll 1d10. The damage the spell deals changes to the type listed in the Random Element Table. You cannot utilize this feature while storing a surge as per the **Surge Storage** feature of this item.
**Strange Shift.** If **Stranger Things** is active while you are wearing these bracers, you may roll a d20 at the end of each of your turns. On a roll of 15 or higher, you shift into the Astral Plane. You remain there until the start of your next turn, at which time you can return to the spot where you were, or a spot to 5 feet away from where you were. If the spot where you were is occupied, you return to a spot 5 feet away of your choosing.
**Surge Storage.** If you would trigger a Wild Magic Surge while attuned to these bangles, you may choose to store the surge within the bangles instead of rolling on the Wild Magic Surge table. While the bangles are storing a surge in this way, the spaces between the filigree emits a soft blue/violet glow. You can choose to release the energy stored within and roll on the Wild Magic Surge table at any time you could normally trigger a Wild Magic surge, even if you have already triggered a different Wild Magic Surge. The bangles can only hold the energy of a single surge in this way, and a surge can only be held for up to 1 minute, after which time the energy is automatically released and you must roll on the Wild Magic Surge table. While you are storing a surge within the bangles, you cannot benefit from the **Channeled Chaos** feature of these bangles.
##### Random Element Table
| d10 | |Damage Type | d10 | Damage Type |
|:---:|:---:|:---:|:---:|
| 1 | Acid | 6 | Necrotic |
| 2 | Cold | 7 | Poison |
| 3 | Fire | 8 | Psychic |
| 4 | Force | 9 | Thunder |
| 5 | Lightning | 10 | Radiant |</rich_text>
<node custom_icon_id="18" foreground="" is_bold="False" name="Qu’adim’s Folly [v1.0]" prog_lang="markdown" readonly="False" tags="" ts_creation="1582655921.77" ts_lastsave="1582655921.77" unique_id="173">
<rich_text>*Wondrous item, Artifact (requires attunement by a sorcerer in tune to wild magic)*
Bangles made from interwoven vines of gilded metal seemingly not of this world, catching the light in pleasing ways no matter the situation. To most, these are well made but mundane bracers, as they do not respond to normal magic, not even registering to a detect magic spell. When attuned to one with an unusual connection to the weave, they reveal their power.
While attuned to these bracelets, you can channel the unpredictable properties of your weave into the spells you cast, instead of building up energy into an inevitable surge. When you cast a spell that deals damage that is not bludgeoning, piercing or slashing damage, you can choose to forego gaining surge charges and roll 1d10. The damage the spell deals changes to the type listed in the Random Element Table.
If **Stranger Things** is active while you are wearing these bracers, you may roll a d20 at the end of each of your turns. On a roll of 15 or higher, you shift into the Astral Plane. You remain there until the start of your next turn, at which time you can return to the spot where you were, or a spot to 5 feet away from where you were. If the spot where you were is occupied, you return to a spot 5 feet away of your choosing.
You have greater control over when Wild Magic Surges happen. If you would trigger a Wild Magic Surge, you can use your reaction and roll a 1d4. The surge does not trigger, instead you can hold the surge for up to a number of turns equal to the number rolled, releasing it at any time you choose until that point. If you do not release the surge during this time, it is automatically released at the beginning of your turn after a number of your turns equal to the number you rolled has passed (for example, if you roll a 2, you can hold your surge for up to 2 turns. If you do not release your surge on either of those turns, it automatically releases at the start of the third turn after you held the surge). If you trigger a Wild Magic Surge while you are already holding a surge, you will no longer be able to maintain your hold on the stored surge, and both will trigger at the same time.
##### Random Element Table
| d10 | |Damage Type | d10 | Damage Type |
|:---:|:---:|:---:|:---:|
| 1 | Acid | 6 | Necrotic |
| 2 | Cold | 7 | Poison |
| 3 | Fire | 8 | Psychic |
| 4 | Force | 9 | Thunder |
| 5 | Lightning | 10 | Radiant |</rich_text>
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<node custom_icon_id="44" foreground="" is_bold="False" name="Classes" prog_lang="markdown" readonly="True" tags="" ts_creation="1581686354.97" ts_lastsave="1581686354.97" unique_id="5">
<rich_text></rich_text>
<node custom_icon_id="44" foreground="" is_bold="False" name="Warlock" prog_lang="markdown" readonly="True" tags="" ts_creation="1581776445.28" ts_lastsave="1581776445.28" unique_id="78">
<rich_text></rich_text>
<node custom_icon_id="44" foreground="" is_bold="False" name="Subclasses" prog_lang="markdown" readonly="True" tags="" ts_creation="1581776460.22" ts_lastsave="1581776460.22" unique_id="79">
<rich_text></rich_text>
<node custom_icon_id="18" foreground="" is_bold="False" name="the curious" prog_lang="markdown" readonly="False" tags="" ts_creation="1563318369.68" ts_lastsave="1582218928.03" unique_id="548">
<rich_text>### notes
The Immortal Codex
Starting at 1st level, the Curious has blessed you with the Immortal Codex, its infinite pages overflowing with timeless knowledge. You now prepare spells as a Wizard does, instead of having learned spells as Warlocks traditionally do. You prepare the list of spells that are available for you to cast by choosing a number of spells from your Immortal Codex equal to the number of spells you would otherwise know at your current level. The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying your Immortal Codex and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
You may inscribe spells from both Warlock and Wizard Spell Lists into the Immortal Codex, and when your Spellcasting feature lets you learn or replace a Warlock spell of 1st level or higher, you can choose the new spell from the Warlock or Wizard spell list. All spells inscribed into the Immortal Codex are Warlock spells for you.
If you later take the Pact of the Tome, the Immortal Codex is your Book of Shadows, and you gain the ability to summon and dismiss the tome from a pocket dimension as a bonus action.
If you take the Ritual Caster feat, the Immortal Codex serves as the Ritual Book the feat requires.
Arcane Aptitude
Starting at 1st level, the Curious has blessed you with a portion of their power, and with it an affinity for the arcane. You gain proficiency with the Arcana skill, and you gain two cantrips of your choice from the Wizard spell list. Cantrips granted by this feature count as Warlock spells for you. You learn one additional cantrip from the Wizard spell list at 6th level, and again at 10th and 14th level.
Iterative Testing
As you hit 6th level, you've learned to apply the weapon that is your mind more appropriately in combat. If you make a spell attack with a cantrip and miss, then use your next available action to make another spell attack with the same cantrip against the same target resulting in a hit, you may roll an additional damage die of the same type used by the cantrip itself.
In addition, when making a spell attack with a cantrip, you may add half of your Charisma modifier (rounded down) to the attack roll, and when dealing damage with a cantrip, you may add your full Charisma modifier to the damage roll.
Learned Eternity
At 10th level, your patron widens your mental horizons. You gain proficiency in two of the following: History, Investigation, Medicine, Nature, or Religion. Alternatively, you may gain proficiency in two tools of your choosing, or a combination of a skill from the prior list and a tool.
You may then choose one of your skill or tool proficiencies. You gain expertise in the chosen skill or tool and Arcana.
You also inscribe 4 spells of your choosing from any spell list into the Immortal Codex. A spell you choose must be of a level for which you have spell slots. These spells do not count against spells known, and count as Warlock spells for you.
Pseudo-prescience
Starting at 14th level, as an action, you can give yourself the benefits of the foresight spell for one minute. Additionally, while this feature is active, you can spend a bonus action to give a creature that can hear you within 30 feet the benefits of the spell until the start of your next turn.
Once you use this feature, you can't do so again until you finish a long rest.
Custom Invocations
At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player's Handbook, that are designed for the Arcanist patron.
If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time you meet its prerequisite. A level prerequisite refers to your level in this class.
</rich_text>
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<node custom_icon_id="44" foreground="" is_bold="False" name="Invocations" prog_lang="markdown" readonly="True" tags="" ts_creation="1581776485.74" ts_lastsave="1581776485.74" unique_id="80">
<rich_text></rich_text>
<node custom_icon_id="44" foreground="" is_bold="False" name="[Needs Work]" prog_lang="markdown" readonly="True" tags="" ts_creation="1581777311.04" ts_lastsave="1581777311.04" unique_id="97">
<rich_text></rich_text>
<node custom_icon_id="18" foreground="" is_bold="False" name="Electrify" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777325.94" ts_lastsave="1581777328.74" unique_id="98">
<rich_text>*Prerequisite: shocking grasp cantrip*
When using a weapon made of metal, you can cast *shocking grasp* on it to deal 1d8 lightning damage when landing a hit using the weapon. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Spider Whip" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777801.64" ts_lastsave="1581777802.01" unique_id="107">
<rich_text>*Prerequisite thorn whip cantrip*
When casting *thorn whip* you can use the whip as a rope or grappling hook, the whip will latch onto surfaces and is capable of withstanding the weight of one medium sized creature before dispelling. </rich_text>
</node>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Aberrant Silk" prog_lang="markdown" readonly="False" tags="" ts_creation="1581776497.1" ts_lastsave="1581776500.89" unique_id="81">
<rich_text>*Prerequisite: 7th level*
You can cast *web* at will, without expending a spell slot.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Ancient One's Respite" prog_lang="markdown" readonly="False" tags="" ts_creation="1581776525.97" ts_lastsave="1581776526.95" unique_id="82">
<rich_text>*Prerequisite: 5th level*
You are able to cast the *entangle* spell at will without expending a spell slot.
When you are reduced to 0 hit points, a bed of magical tendrils within a cage of chains is summoned around your body, instantly stabilizing you and bringing you up to 1 hit point. While inside the cage, your speed is reduced to 0. At the start of your turn, you can choose to dismiss or remain inside the cage. If you remain inside the cage, you regain hit points equal to 2d8 + Charisma modifier but you are unable to take any actions or bonus actions. Upon dismissing the cage, it crumbles away and cannot be used further. If the cage is destroyed before while you are still inside it, you are dropped on the ground and are knocked prone. The cage has an AC of 20, 40 hit points, and has vulnerability to radiant damage.
Once you use this invocation, you cannot use it again until you finish a long rest. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Debilitating Frost" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777228.22" ts_lastsave="1582218889.16" unique_id="95">
<rich_text>*Prerequisite: frostbite cantrip*
When rolling a 6 on the damage dice of your *frostbite* cantrip, the target's AC is lowered by 1 for each for each additional 6 rolled. This reduction lasts for 1 minute or if the target takes 1 point of fire damage. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Defile the Dying" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777163.21" ts_lastsave="1581777163.95" unique_id="94">
<rich_text>*Prerequisite: spare the dying cantrip*
When you cast *spare the dying* you gain advantage on attack rolls and saving throws until the end of your next turn.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Defy Death" prog_lang="markdown" readonly="False" tags="" ts_creation="1581776586.37" ts_lastsave="1581776587.31" unique_id="83">
<rich_text>*Prerequisite: 9th level*
You can cast *revivify* without expending material components or using a warlock spell slot. You can't do so again until you finish a long rest. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Desiccate" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777267.56" ts_lastsave="1581777268.38" unique_id="96">
<rich_text>*Prerequisite: shape water cantrip*
Using *shape water* you can target a creature and force them to make a Constitution saving throw or take 1d10 necrotic damage as you extract the water from their body. This spells damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17. Plant creatures affected by this spell additional necrotic damage equal to your level. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Dual Boon" prog_lang="markdown" readonly="False" tags="" ts_creation="1581776615.82" ts_lastsave="1581776616.6" unique_id="84">
<rich_text>*Prerequisite: 8th level*
You may take another Pact Boon. If you switch this invocation for another as normal for gaining another warlock level, invocations that require this invocation or the Pact Boon it grants cease to function. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Eldritch Mobility" prog_lang="markdown" readonly="False" tags="" ts_creation="1581776646.04" ts_lastsave="1581776646.43" unique_id="85">
<rich_text>*Prerequisite: 5th level*
Your walking speed increases by 10 feet. You gain a climbing speed equal to your walking speed. </rich_text>
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<node custom_icon_id="18" foreground="" is_bold="False" name="Eldritch Speech" prog_lang="markdown" readonly="False" tags="" ts_creation="1581776662.46" ts_lastsave="1581776663.03" unique_id="86">
<rich_text>*Prerequisite: 9th level*
You can cast *tongues* on yourself at will, without expending a spell slot or material components. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Ghost Drift" prog_lang="markdown" readonly="False" tags="" ts_creation="1581776704.3" ts_lastsave="1581776704.73" unique_id="87">
<rich_text>*Prerequisite: 9th level*
You may use your action to phase, until the start of your next turn. When you do so you become semitransparent, you can move through walls, floors, objects, and creatures as if they were difficult terrain. If you end your turn inside an object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to the number of feet you are moved. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Martial Prowess" prog_lang="markdown" readonly="False" tags="" ts_creation="1581776726.59" ts_lastsave="1581776727.08" unique_id="88">
<rich_text>You can choose one fighting style available to the fighter. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Mind over Matter" prog_lang="markdown" readonly="False" tags="" ts_creation="1581776891.53" ts_lastsave="1581776892.2" unique_id="89">
<rich_text>*Prerequisite: 14th level*
You can cast *telekinesis* at will without expending a spell slot. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Necromantic Hex" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777061.88" ts_lastsave="1581777062.64" unique_id="93">
<rich_text>*Prerequisite: 11th level*
When you kill a humanoid creature that's under the effects of your hex spell, it rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
You can have a number of zombies equal to your Charisma modifier under your control with this invocation (a minimum of one). If you raise another zombie after that with this feature, a zombie chosen by the DM collapses into dust. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Patron's Homestead" prog_lang="markdown" readonly="False" tags="" ts_creation="1581776957.2" ts_lastsave="1581776957.62" unique_id="90">
<rich_text>*Prerequisite: 18th level*
You can create an extradimensional dwelling similar to the magnificent mansion spell with this invocation which lasts until you create a new one and casting time is 1 action. Any creature who enters it regains 1 hit point for every minute it spends entirely within the mansion and is affected by the lesser restoration spell until it leaves. The unseen servants which populate your homestead you decide the visual appearance of these servants and their attire. The entire homestead is varied based on your patron. Patron's Homestead is permanent until a new one is created, in which case the old one is destroyed. Only creatures the caster allows are able to enter the homestead and see and sense the portal otherwise they cannot. Any personal belongings of the warlock that were stored in an old Patron's Homestead are transferred to the new one when it is created. You can create a new homestead or create and destroy portals to your homestead from any distance. If a caster casts dispel magic it'll destroy a portal but it will not destroy a homestead. You can use the homestead to travel between portals unless the portal is destroyed.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="See the Unseen" prog_lang="markdown" readonly="False" tags="" ts_creation="1581776985.35" ts_lastsave="1581776986.0" unique_id="91">
<rich_text>*Prerequisite: 7th level*
You can cast *see invisibility* at will, without expending a spell slot. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Spider Walk" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777005.44" ts_lastsave="1581777005.96" unique_id="92">
<rich_text>*Prerequisite: 7th level*
You are always under the effect of the *spider climb* spell. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Where Everyone Knows Your Name" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777361.49" ts_lastsave="1581777362.19" unique_id="99">
<rich_text>*Prerequisite: friends cantrip, 5th level*
When the *friends* spell ends, the targeted creature must succeed an intelligence saving throw in order to know that they had been affected by the spell. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="False Reality" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777400.63" ts_lastsave="1581777400.99" unique_id="100">
<rich_text>*Prerequisite: minor illusion cantrip*
You are able to create and maintain number of illusions equal to your charisma modifier with *minor illusion*. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Hidden Blaze" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777486.92" ts_lastsave="1581777487.31" unique_id="101">
<rich_text>*Prerequisite: produce flame cantrip*
You can now cast *produce flame* up to 60 feet away without vocal components, and casting it this way does not reveal your position. You can use it to target a creatures clothing, causing them to catch on fire. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Open Communication" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777550.83" ts_lastsave="1581777551.27" unique_id="102">
<rich_text>*Prerequisite: message cantrip*
When casting *message* you can begin concentrating on it for up to 10 minutes and can target a number of people equal to your Charisma modifier, during this time you may all talk among each other as if the spell was constantly being cast among everyone. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Orchestra of Judgement" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777592.46" ts_lastsave="1581777592.83" unique_id="103">
<rich_text>*Prerequisite: toll the dead cantrip*
When casting *toll the dead* on a creature that attacked or damaged you since the end of your last turn, add your charisma modifier to the damage dealt. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Persistent Fortune" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777664.08" ts_lastsave="1581777664.46" unique_id="104">
<rich_text>*Prerequisite: guidance cantrip*
You no longer need to maintain concentration on the *guidance* cantrip. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Radiant Light" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777708.46" ts_lastsave="1581777709.16" unique_id="105">
<rich_text>*Prerequisite: light cantrip*
Casting *light* on a weapon lets it deal additional radiant damage equal to your charisma modifier. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Share Thoughts" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777746.18" ts_lastsave="1581777746.55" unique_id="106">
<rich_text>*Prerequisite: encode thoughts cantrip*
You can allow other creatures to access the thought strand by casting *encode thoughts* on them as they hold the thought strand. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Voidlight" prog_lang="markdown" readonly="False" tags="" ts_creation="1581777886.99" ts_lastsave="1581777891.87" unique_id="108">
<rich_text>*Prerequisite: dancing lights cantrip*
When casting *dancing lights* you can instead summon four motes of darkness which turns all light within 10 feet of the mote into dim light and turn dim light into darkness. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Book of High Arcanum" prog_lang="markdown" readonly="False" tags="" ts_creation="1581778001.6" ts_lastsave="1581778002.02" unique_id="109">
<rich_text>*Prerequisite: 17th level, Pact of the Tome feature*
You may choose two spells, one of 8th and the other of 9th level from any class list, and you may expend your use of Mystic Arcanum for that level to cast that spell as a warlock spell. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Chain Master's Focus" prog_lang="markdown" readonly="False" tags="" ts_creation="1581778126.6" ts_lastsave="1581778147.97" unique_id="110">
<rich_text>*Prerequisite: 9th level, Pact of the Chain feature*
While your familiar is active, you may have them rest upon your shoulder. While in this state, your familiar may not take any actions and their movement speed is reduced to 0. While in this state however, you may choose to transfer concentration of a single spell onto your familiar. This allows you to maintain concentration on a single spell while your familiar maintains concentration on a second spell. At any point as a bonus action, you may free your familiar from this state, restoring their ability to move and act, but losing your secondary concentration slot. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Dual Pact Boons" prog_lang="markdown" readonly="False" tags="" ts_creation="1581778176.64" ts_lastsave="1581778177.06" unique_id="111">
<rich_text>*Prerequisite: 5th level, Pact of the Blade feature or Pact of the Wand feature*
You can bind up to two pact weapons or pact wands, and have them both summoned simultaneously. All other guidelines to respective boons apply. </rich_text>
</node>
<node custom_icon_id="0" foreground="" is_bold="False" name="custom invocations" prog_lang="custom-colors" readonly="False" tags="" ts_creation="1564288672.77" ts_lastsave="1582218859.76" unique_id="549">
<rich_text weight="heavy">Arcanist's Speech</rich_text>
<rich_text>
Your quest for knowledge allows you to master any language. When you complete a long rest, you can pick three languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
</rich_text>
<rich_text weight="heavy">Astral Cloak</rich_text>
<rich_text>
While you are not wearing any armor or a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
</rich_text>
<rich_text weight="heavy">Avatar of Viryn</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisite: dancing lights</rich_text>
<rich_text>
You can cast spells as though you were in the space of the glowing humanoid form created by </rich_text>
<rich_text style="italic">dancing lights</rich_text>
<rich_text>, but you must use your own senses.
</rich_text>
<rich_text weight="heavy">Book of Ancient Lore</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisite: 5th level, Pact of the Tome feature</rich_text>
<rich_text>
Your patron has inscribed spells into your Book of Shadows to aid you in your servitude. Choose two spells from any class, including this one. A spell you choose must be of 3rd level or lower, or a cantrip.
The chosen spells count as Warlock spells for you, and do not count against your number of spells known.
</rich_text>
<rich_text weight="heavy">Book of Ancient Power</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisite: 9th level, Pact of the Tome feature</rich_text>
<rich_text>
Your patron has imbued your Book of Shadows with a reserve of power that you can draw from as you need. You gain one additional Pact Spell Slot.
</rich_text>
<rich_text weight="heavy">Book of Ancient Wards</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisite: 5th level, Pact of the Tome feature</rich_text>
<rich_text>
Within your Book of Shadows, you have discovered incantations to provide protection. When you take this invocation, you add Glyph of Warding onto your spell list. You can cast Glyph of Warding as a ritual, in addition to its normal method of casting. This spell counts as a Warlock spell for you and does not count towards your normal number of spells known.
</rich_text>
<rich_text weight="heavy">Celestial Blessing</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisite: guidance or resistance cantrip</rich_text>
<rich_text>
When you cast </rich_text>
<rich_text style="italic">guidance</rich_text>
<rich_text> or </rich_text>
<rich_text style="italic">resistance</rich_text>
<rich_text>, you can target additional creatures in range with the same spell, up to a number equal to your Charisma modifier (minimum of one).
</rich_text>
<rich_text weight="heavy">Cranial Blast</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisite: Eldritch blast cantrip</rich_text>
<rich_text>
Whenever you cast the </rich_text>
<rich_text style="italic">eldritch blast</rich_text>
<rich_text> cantrip, you may change any number of separate beams damage from force damage to psychic damage.
</rich_text>
<rich_text weight="heavy">Crushing Hex</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisites: 5th level, hex spell</rich_text>
<rich_text>
When you cast the </rich_text>
<rich_text style="italic">hex</rich_text>
<rich_text> spell, your initial target takes 1d6 magical bludgeoning damage.
</rich_text>
<rich_text weight="heavy">Debilitating Hex</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisite: Hex spell</rich_text>
<rich_text>
When you cast </rich_text>
<rich_text style="italic">hex</rich_text>
<rich_text> on a creature, or transfer your hex to a new creature, they have disadvantage on the next saving throw you force them to make.
</rich_text>
<rich_text weight="heavy">Draining Hex</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisites: 9th level, hex spell</rich_text>
<rich_text>
Once per turn, when you inflict necrotic damage on a creature that is the target of your hex spell, you may add your Charisma modifier to the necrotic damage dealt.
</rich_text>
<rich_text weight="heavy">Eldritch Damnation</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisite: Hex spell</rich_text>
<rich_text>
You may cast </rich_text>
<rich_text style="italic">hex</rich_text>
<rich_text> without expending a spell slot or components. You may do this a number of times equal to your Charisma modifier, after which time you must take a long rest.
</rich_text>
<rich_text weight="heavy">Eldritch Eyes</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisite: blindsight, darkvision, devil's sight, tremorsense or truesight</rich_text>
<rich_text>
The range of your vision increases by 30 feet, and 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.
</rich_text>
<rich_text weight="heavy">Gift of Three Crowns</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisite: druidcraft, prestidigitation, or thaumaturgy cantrip</rich_text>
<rich_text>
If you know the </rich_text>
<rich_text style="italic">druidcraft</rich_text>
<rich_text>, </rich_text>
<rich_text style="italic">prestidigitation</rich_text>
<rich_text>, or </rich_text>
<rich_text style="italic">thaumaturgy</rich_text>
<rich_text> cantrip, you also know the other two cantrips from that list. They don't count against your number of cantrips known.
</rich_text>
<rich_text weight="heavy">Grand Invoker</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisite: 15th level</rich_text>
<rich_text>
Whenever you finish a long rest, you can replace one known eldritch invocation (except this one) with one unknown eldritch invocation.
</rich_text>
<rich_text weight="heavy">Gravity Well</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisite: 15th level</rich_text>
<rich_text>
You can cast </rich_text>
<rich_text style="italic">reverse gravity</rich_text>
<rich_text> once without using a Warlock spell slot. You can't do so again until you finish a long rest.
</rich_text>
<rich_text weight="heavy">Hand of Chains</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisite: mage hand cantrip</rich_text>
<rich_text>
As an action, you can command your mage hand to grapple a Medium or smaller creature within 5 feet of it. The hand's Strength score equals your Charisma score, which you use to resolve the grapple.
</rich_text>
<rich_text weight="heavy">Libra Infinium</rich_text>
<rich_text>
Your book of shadows now contains vast amounts of knowledge, you only need to call upon the tome's vast archive. Choose two skills. Whenever you make skill checks using those skills you can add your Charisma modifier to the roll, even if those skills already use your Charisma modifier.
You can choose this invocation more than once.
</rich_text>
<rich_text weight="heavy">Many Doors</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisite: 15th level</rich_text>
<rich_text>
You have learned to walk between the planes, traversing the ether between to effortlessly appear where you are least expected. When you take this invocation, you can use the spell </rich_text>
<rich_text style="italic">misty step</rich_text>
<rich_text> at will without using a spell slot.
</rich_text>
<rich_text weight="heavy">Mind Shock</rich_text>
<rich_text>
</rich_text>
<rich_text style="italic">Prerequisite: 5th leve, eldritch blast cantrip</rich_text>
<rich_text>
When you make a spell attack against a creature using </rich_text>
<rich_text style="italic">eldritch blast</rich_text>
<rich_text> and the attack is a critical hit, you may steal a piece of knowledge from the target. The DM decides which piece of knowledge you receive, but the knowledge should always be as relevant to your goals as possible.
</rich_text>
<rich_text weight="heavy">Ritualist's Tome</rich_text>
<rich_text>
The gold required to copy a ritual spell on the wizard spell list into your Book of Shadows is halved. Additionally, casting a spell from your Book of Shadows that's on the wizard spell list as a ritual spell only takes you an additional minute, rather than ten minutes. Finally, you don't require material components for ritual spells you cast from your Book of Shadows.
</rich_text>
</node>
</node>
</node>
<node custom_icon_id="44" foreground="" is_bold="False" name="wizard" prog_lang="markdown" readonly="False" tags="" ts_creation="1563061214.65" ts_lastsave="1582222766.27" unique_id="545">
<rich_text></rich_text>
<node custom_icon_id="18" foreground="" is_bold="False" name="fey teachings" prog_lang="markdown" readonly="False" tags="" ts_creation="1563061220.89" ts_lastsave="1582218847.5" unique_id="546">
<rich_text>The Fey folk, the good people, the little people. From fairy glamour to illusions and trickery, the fey are known for their special magic. Knowledge of their magic is very rare, for they do not share it freely. Those who study this magic gain access to strange and weird experiences with magic, some even claim to realize reality as being like a dream.
2nd-Level Ribbon Feature
At 2nd level, your unique method of training allows you to far more rapidly adjust the spells you are capable of wielding than most. You can change your list of prepared spells when you finish a short rest or long rest.
You've also learned the benefits of scribing even lesser spells into your spellbook. When changing your list of prepared spells, you may also change a cantrip you currently know, and replace it with another cantrip from the Wizard Spell List.
2nd-Level Feature
Starting at 2nd level, when you cause a creature to make a saving throw against an enchantment or illusion spell you cast for the first time in combat, that creature makes their saving throw with disadvantage. This feature's effect is unique per creature.
Mentalis Obscura
At 6th level, you can erase yourself from a creature's sight momentarily. As a bonus action, choose a creature within 60 feet of you. That creature must make a Wisdom saving throw against your wizard spell save DC. If the creature is currently enchanted by you, or under the effects of an illusion you have cast, they make this saving throw at disadvantage. On a failed save, you become invisible to the creature for 1 minute, or until you affect it with a spell or attack.
Once you use this feature, you can't use it again until you finish a short or long rest
### OPTION 1
Mark of the Elders
Starting at 10th level, if a creature fails the initial saving throw against an Enchantment or Illusion spell you cast, you may choose for the spell to not take effect (the spell slot and any necessary materials are still consumed), and your target gains the Mark of the Elders. If your spell targets multiple creatures, you may choose a single creature to be the recipient of the mark. This mark is invisible, and can only be seen by you, or creatures with truesight. The target is mystically unaware they have the mark unless they can see it, disbelieving others who may try to inform them of it. The Mark of the Elders will remain on your target for 24 hours, or until you are more than 100 miles away from your target.
Once a creature bears the Mark of the Elders for 8 hours, the mark becomes primed. You are immediately aware when a mark has become primed, and at any point following this, you may choose to detonate the mark. When the mark detonates, the spell you chose to consume when afflicting the mark is then cast at a level higher than you originally cast it (max 6th level), originating on the target of the mark. If the spell does not normally target an area, it targets an area in a 20 foot radius sphere instead of targetting individual creatures.
Only one creature can be affected by the Mark of the Elders at a time, and once you have detonated the mark, you cannot affect another creature with the Mark of the Elders until you have finished a long rest.
### OPTION 2
Mark that links creatures together, for good (healing, increased speed moving towards each other, etc), or bad (explosions)
14th-Level Feature
Starting at 14th level, you have gained mastery over the finer points of residual magics. When you or an ally within 30 feet of you are under the effect of a spell or effect that requires a save at the end of a round to end you can use your reaction to end the effect on the target as though the duration had already passed. Additionally, when an enemy is under the effects of one of your spells that requires a saving throw at the end of the round you can use your reaction to cause them to fail the save as though it had never happened.
You may use this ability a number of times equal to your Intelligence modifier and regain all expended uses on a long rest.
</rich_text>
</node>
</node>
</node>
<node custom_icon_id="44" foreground="" is_bold="False" name="Feats" prog_lang="markdown" readonly="True" tags="" ts_creation="1581686255.82" ts_lastsave="1581686431.71" unique_id="1">
<rich_text></rich_text>
<node custom_icon_id="44" foreground="" is_bold="False" name="[Needs Work]" prog_lang="markdown" readonly="True" tags="" ts_creation="1581686845.21" ts_lastsave="1581686845.21" unique_id="39">
<rich_text></rich_text>
<node custom_icon_id="18" foreground="" is_bold="False" name="Always Prepared" prog_lang="markdown" readonly="False" tags="" ts_creation="1581688714.77" ts_lastsave="1581688787.67" unique_id="42">
<rich_text>* Add a backpack to your equipment list, if you don't already have one.
* You may reach into your backpack to try and find an item from the Adventuring Gear table or Tools table in chapter 5 of the Player's Handbook. You must make a Wisdom ability check with a DC equal to 5 + the cost of the item in gold pieces (minimum 1 gp). On a successful check, you "happen" to have such an item in your backpack. You must complete a short rest (or short break if that rule is in effect) before using this feature again.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Anti-Component Caster" prog_lang="markdown" readonly="False" tags="" ts_creation="1582205480.08" ts_lastsave="1582205481.04" unique_id="120">
<rich_text>*Prerequisites: The ability to cast at least one spell*
Your knowledge of spells allows you to cast spells without specific components, granting you the following benefits:
* You can cast spells without material components if there are no components that are consumed by a spell.
* You can cast spells without verbal components.
* You can cast spells without somatic components.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Arcane Adept" prog_lang="markdown" readonly="False" tags="" ts_creation="1582205684.21" ts_lastsave="1582205697.41" unique_id="122">
<rich_text>*Prerequisites: An ability to cast spells, spellcasting modifier*
You have studied the arcane and attuned to it.
* You learn one third-level spell from any spell list.
* You gain one additional third-level spell slot.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Arcane Juggernaut" prog_lang="markdown" readonly="False" tags="" ts_creation="1582206099.45" ts_lastsave="1582206100.53" unique_id="127">
<rich_text>*Prerequisites: Arcane Ward class feature*
Your Arcane Ward's hit point maximum increases by an amount equal to twice your Wizard level when you gain this feat. Whenever you gain a Wizard level thereafter, your Arcane Ward's hit point maximum increases by an additional 2 hit points. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Armor Savant" prog_lang="markdown" readonly="False" tags="" ts_creation="1582206688.5" ts_lastsave="1582206689.0" unique_id="134">
<rich_text>*Prerequisites: Proficiency with medium and/or heavy armor and Strength of 15 or higher*
Your experience and skill with your use of armor allows you to deflect damage.
* Increase your strength score by 1, to a maximum of 20
* While wearing medium or heavy armor you can reduce non-magical damage by your proficiency bonus + 1/5 your level rounded down. You must be aware of the attack. This will not apply if you are attacked from behind, asleep, surprised, unconscious, held, restrained or otherwise incapacitated. If the armor you are wearing is magical armor, you may reduce the damage taken from magical sources as well. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Battle Sense" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689249.64" ts_lastsave="1581689250.05" unique_id="52">
<rich_text>*Prerequisite: Wisdom 13 or higher*
___
- When a creature misses you with a melee attack, you can use your reaction to increase your initiative by 5 until the end of combat. If doing so would skip your turn this round, you take your turn after the current turn ends.
- You have advantage on Wisdom (Perception) checks to locate creatures who attacked this turn.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Beautiful Ward" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689964.48" ts_lastsave="1581689964.88" unique_id="71">
<rich_text>*Prerequisites: Charisma 13 or higher*
Your looks and charms are so great that they grant you a modicum of protection. When you take this feat, you gain the following benefits:
* When using your Dexterity modifier to calculate your armor class, you may choose to instead use your Charisma modifier in its place.
* Humanoid creatures of the opposite sex with a Charisma score lower than yours make attack rolls against you at disadvantage until you deal damage to them.
* You gain advantage on Charisma checks made against humanoid creatures of the opposite sex with lower Charisma scores than you, until you deal damage to them.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Blademaster" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689539.34" ts_lastsave="1582207787.86" unique_id="62">
<rich_text>*Prerequisites: Strength and Dexterity 16 or higher*
You are one with the blade, performing feats of swordsmanship others find impossible. While wielding a weapon that deals slashing damage and does not have the heavy property, you gain the following benefits:
* 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.
* When you are hit by a ranged weapon attack, you can use your reaction to deflect the missile. When you do so, the damage you take is reduced by 1d10 + your character level + your Dexterity modifier. If you reduce the damage to 0 or less, you slice the projectile out of the air, destroying it.
* On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.
* When you land a critical hit, you may immediately make another attack with the same weapon against a target in range.
**V2**
*Prerequisites: Dexterity 13*
You are one with the blade, performing feats of swordsmanship others find impossible. While wielding a weapon that deals Slashing damage and does not have the heavy property, you gain the following benefits:
* 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.
* When you are hit by a ranged weapon attack, you can use your reaction to deflect the missile. When you do so, the damage you take is reduced by 1d10 + your character level + your Dexterity modifier. If you reduce the damage to 0 or less, you slice the projectile out of the air, destroying it.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Cantrip Caster" prog_lang="markdown" readonly="False" tags="" ts_creation="1582208646.08" ts_lastsave="1582208646.53" unique_id="147">
<rich_text>*Prerequisites: The ability to cast one or more cantrip spells.*
Your intense study of the simplest of spells has granted you a degree of mastery envied by other spellcasters.
* When you cast a cantrip that requires you to make a ranged attack roll, the cantrip's range is doubled.
* If a non-damaging cantrip has a range of touch, you can instead cast it with a range of 30 feet.
* If a spell you cast deals damage, it deals extra damage equal to your spellcasting modifier for that spell if it is not already being applied.
* When casting a cantrip with a casting time of one action, you can choose to cast it twice, instead of once, as a single action. When you use this feature, you cannot cast another spell until the start of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Cleave" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689560.36" ts_lastsave="1581689560.85" unique_id="63">
<rich_text>*Prerequisites: Strength or Dexterity 13 or higher*
You have learned that a mighty sweep of your blade should not always be wasted on one opponent.
* On your turn, when you score a critical hit with a melee weapon, you may choose another target within reach. Instead of adding bonus critical damage to the attack, make an attack roll against the second target with advantage. Then add any relevant modifiers as normal to both the first and second strike.
* Once on your turn, when you reduce a creature to 0 hit points with a melee weapon, you can continue your strike. You may immediately make another attack roll against another creature within reach using the same weapon.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Close Quarters Shooter" prog_lang="markdown" readonly="False" tags="" ts_creation="1582209558.31" ts_lastsave="1582209559.67" unique_id="154">
<rich_text>You are highly skilled in making ranged attacks at close quarters, and using ranged weaponry to control the area around you. You gain the following benefits:
* You gain a +2 bonus to attack rolls you make with ranged weapons against creatures within 15 feet of you.
* When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
* You may make opportunity attacks with ranged weapons as if your ranged weapons were melee weapons.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Combat Caster" prog_lang="markdown" readonly="False" tags="" ts_creation="1582209792.99" ts_lastsave="1582209793.64" unique_id="156">
<rich_text>*Prerequisites: The ability to cast at least one spell, Constitution 13 or higher*
You are adept at casting in combat, gaining the following benefits:
* Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
* You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Conserve Momentum" prog_lang="markdown" readonly="False" tags="" ts_creation="1582210054.17" ts_lastsave="1582210054.64" unique_id="160">
<rich_text>You've mastered wielding heavy weapons, in battle a missed attack may be just winding up for your next hit. When you make an attack with a heavy weapon and miss, you may reroll your attack roll using a bonus action.
* If you succeed in your attack on the second roll, roll the weapon's damage dice twice and take the lower result.
* If you fail both attack rolls your character falls prone and your turn ends immediately.
* If you succeed in your first attack roll with a heavy weapon, you gain advantage on your next attack made before the end of your next turn. You can use this benefit twice. You regain any expended uses when you finish a short or long rest.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Corrosive Mage" prog_lang="markdown" readonly="False" tags="" ts_creation="1582210145.38" ts_lastsave="1582210146.01" unique_id="162">
<rich_text>*Prerequisites: The ability to cast at least one spell*
You have learned to imbue your magic with an abrasive nature that, over time, can erode away even the strongest resistance
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you cast a spell that deals your chosen damage type they have an additional effect. After dealing damage (or attempting to if creature has Absorption or Immunity), the target loses a level of resistance to your damage of that type
The effect can stack multiple times, reducing resistance further, however at the end of their turn targets make a constitution saving throw. On a success they remove a stack and lower the total reduction to the appropriate level
Absorption is treated as immunity, Immunity as resistance, Resistance is ignored, Normal and vulnerable creatures take an additional 1d6 of damage per stack
Absorption-> Immunity-> Resistance-> Normal-> +1d6 of damage type-> +2d6 of damage type... </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Crippling Striker" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689589.29" ts_lastsave="1581689589.71" unique_id="64">
<rich_text>*Prerequisites: Strength 13 or higher*
You can have trained yourself to find the fastest most efficient way to disable your enemies.
* As an action, you can make a strike at a specific limb on your opponent. Make an attack roll reduced based on which limb you target, and on a hit the target must succeed on a saving throw with a DC equal to 8 + your Strength modifier + your proficiency, or suffer the effects noted below. You may do this a number of times equal to your proficiency bonus before taking a short rest.
* Target Arm (-2). Target creature must succeed on a strength saving throw, or they drop the item held by the targeted arm. If both arms are disabled, it has disadvantage on attack rolls and it cannot add its Strength modifier to attack or damage rolls.
* Target Leg (-3). Target creature must succeed on a Dexterity saving throw, or their speed is reduced by half. If both legs are disabled, the creature’s speed is reduced to 0 and it falls Prone.
* Target Head (-5). Target creature must succeed on a Constitution saving throw, or it is stunned for the duration.
* Target Torso (-1). Target creature must succeed on a Constitution saving throw, or it has disadvantage on Strength and Constitution checks and saving throws.
These last for a number of turns equal to your strength modifier (minimum of 1). The target must have the specified anatomy for this to have any effect. Creatures must be no greater than one size larger than you or smaller. If the creature is armored where you strike, you make the attacks at disadvantage.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Critical Rejuvenation" prog_lang="markdown" readonly="False" tags="" ts_creation="1582210466.8" ts_lastsave="1582210467.32" unique_id="167">
<rich_text>*Prerequisites: The ability to cast at least one healing spell or feature*
Due to your mastery of healing magic, sometimes even your skills at healing surprise you.
* You have +1 to all healing spells.
* Whenever you cast a healing spell, roll a d20. On a 19 or 20, you add another die to the amount healed.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Cursebinder" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689981.6" ts_lastsave="1581689982.43" unique_id="72">
<rich_text>*Prerequisites: Wisdom 13 or higher*
Extensive studies of curses has shown you how to control them in certain ways. You gain the following benefits.
* You can cast bestow curse on yourself at will.
* As a bonus action, you can share any curse or madness effect you suffer from with the target. The target must succeed on a DC 15 Wisdom check or suffer from the exact copy of your curse or madness. The effect stops if the target falls unconscious, the curse or madness of the caster ends, the caster takes a short or long rest, or the curse or madness gets removed through use of spells. This ability can be used twice, after which you must finish a long rest before you can use it again.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Dancing Blade" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689497.41" ts_lastsave="1581832426.03" unique_id="61">
<rich_text>*Prerequisite: Dexterity 13 or higher, proficiency with a finesse weapon*
You've mastered the art of dancing around your opponents on the battlefield whilst simultaneously delivering swift and precise strikes.
* When attacking with a finesse weapon, you score a critical hit on a roll of 19 or 20.
* +15 movement speed.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Dark Side of the Moon" prog_lang="markdown" readonly="False" tags="" ts_creation="1581688735.0" ts_lastsave="1581688791.79" unique_id="43">
<rich_text>*Prerequisite: Become the Dragon and Iron Fist feats*
* Increase your Strength or Dexterity score by 1.
* When you are hit by a melee weapon attack, you can use your reaction to dodge away, minimizing the blow. Make a DC 15 Dexterity saving throw. On a successful save, you take half damage from the attack.
* If a creature misses you with a melee weapon attack, you can use your reaction to make an opportunity attack against that creature with advantage. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
* You can add your proficiency bonus to the damage dealt when you hit with an opportunity attack.
* Your unarmed attacks use a d8 for damage.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Deft Combatant" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689646.16" ts_lastsave="1581832462.81" unique_id="65">
<rich_text>*Prerequisites: Over 30 movespeed*
* You pride yourself on your speed, and you've molded your fighting style around it.
* Your base movement speed increases by 20 feet.
* When you take the Dash action, the additional movement gained is equal to double your movement speed instead of equal to your movement speed.
* When you are taking the dodge action, if a creature misses you with a melee attack, you can use a reaction to make an attack against that creature in response. If you are holding weapons in both hands, you can attack with both weapons using two weapon fighting (subject to the limitations of two weapon fighting).
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Dextrous Grappler" prog_lang="markdown" readonly="False" tags="" ts_creation="1581688757.99" ts_lastsave="1581688801.03" unique_id="44">
<rich_text>*Prerequisite: Proficiency in Acrobatics*
* When you attempt to grapple a creature on your turn, if you fail, you may use your bonus action to attempt again, this time with advantage.
* Your speed increases by 10 feet while you are grappling another creature.
* You can use Dexterity (Acrobatics) to grapple, not just to resist or escape a grapple.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Distracting" prog_lang="markdown" readonly="False" tags="" ts_creation="1581690000.12" ts_lastsave="1581690000.95" unique_id="73">
<rich_text>You are extremely distracting when you want to be, granting the following benefits:
* When you make a melee weapon attack against a creature, you can use your reaction, or one of your attacks if you can make multiple as part of the Extra Attack feature, to cause the target to provoke an attack of opportunity from one of your allies within 30 feet of you.
* When a creature you can see within 60 feet of you that can see or hear you makes an ability check, you can use your reaction to impose disadvantage on that check.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Fast Feet" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689319.25" ts_lastsave="1581689319.68" unique_id="53">
<rich_text>- Your speed is increased by 5 feet.
- When you take the Dash action on your turn, you can move through a hostile creature's space, however, doing so provokes an opportunity attack from the creature.
- Moving through a non-hostile creature's space doesn't count as difficult terrain for you.
- If you move no more than 5 feet as part of your move action, you don't provoke opportunity attacks from leaving another creature's threatened space.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Free Runner" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689889.06" ts_lastsave="1581689889.52" unique_id="67">
<rich_text>*Prerequisites: 13 Strength and 13 Dexterity*
You have learned the techniques of efficiency of motion. You gain the following benefits:
* You may use Dexterity (Acrobatics) in place of Strength (Dexterity) and vice versa.
* Your base movement speed increases to 40 feet unless it is already higher.
* You have resistance to falling damage.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Glamorous" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689356.69" ts_lastsave="1581689357.12" unique_id="54">
<rich_text>*Prerequisite: Charisma 13 or higher*
While wearing a set of fine clothes (or similar), you gain the following benefits:
___
- You are considered proficient in any Charisma check made to interact with a creature that can see you. If you're already proficient with such a skill, your proficiency bonus is doubled.
- Other creatures within 30 feet of you have disadvantage on Wisdom (Perception) checks made to perceive any creature other than you while they can see you.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Harvester" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689385.56" ts_lastsave="1581689386.28" unique_id="55">
<rich_text>Whenever you make a skill check to identify or harvest useful parts from a creature or plant, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus. Additionally, you gain advantage on the roll.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="High Jumper" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689906.51" ts_lastsave="1581689906.92" unique_id="68">
<rich_text>You like to go up and down. You gain the following benefits:
* When you make a high jump, you leap into the air a number of feet equal to 6 + twice your Strength modifier if you move at least 10 feet on foot immediately before the jump.
* When you make a Strength (Athletics) check to climb, you may make the roll as if you were proficient if you are not already, and you may add twice your normal proficiency bonus to the check, instead of nothing or your normal proficiency bonus.
* You gain resistance to falling damage.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Hooked Weapon Master" prog_lang="markdown" readonly="False" tags="" ts_creation="1581688839.56" ts_lastsave="1581688840.25" unique_id="46">
<rich_text>Hooked Weapon Master
*Prerequisite: Proficiency with a war pick or a sickle*
___
- You do not need a free hand to grapple while you are wielding a war pick or a sickle.
- When you hit a creature with a war pick or a sickle on your turn, you can use your bonus action to attempt to grapple the targeted creature.
- If you successfully grapple the creature while wielding a sickle or war pick, the creature takes damage equal to your Strength modifier. The damage is slashing if you use a sickle, and piercing if you use a war pick.
- You may automatically succeed on attacks against a creature you have grappled, provided you are using a sickle or war pick for the attack.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Iaijutsu Master" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689863.64" ts_lastsave="1581689864.32" unique_id="66">
<rich_text>*Prerequisites: Dexterity 15 or higher, proficiency with at least one weapon with the light, finesse or versatile property.*
You have chosen to focus speed above all else, this aspect is reflected in your fighting style. You gain a unique attack option called Iaijutsu, or a Quick-draw attack. The Iaijutsu attack requires a weapon with the light, finesse, or versatile property, and you must have two free hands to make the attack. Your weapon must not currently be drawn, and you must not have attacked the target this turn. An Iaijutsu attack confers the following benefits:
* If you attack a creature in the same turn that you draw a melee weapon, your first attack may either gain advantage on the attack roll or add half your Initiative modifier, rounded up, to the damage roll.
* If the conditions for Iaijutsu are met, while your weapon is sheathed, other creatures, that you are aware of, provoke an opportunity attack from you when they enter your reach. This opportunity attack must use your sheathed weapon, and confers the benefits of an Iaijutsu attack.
* As part of the final attack on your turn, or after a Iaijutsu opportunity attack, you may choose to sheathe that weapon immediately after attacking.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Immovable" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689424.14" ts_lastsave="1581689424.52" unique_id="56">
<rich_text>- You have advantage on saving throws made to resist being knocked prone or forcibly moved.
- If you choose to forgo your movement on your turn, you gain a +1 bonus to AC until the start of your next turn.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Master Alchemist" prog_lang="markdown" readonly="False" tags="" ts_creation="1581690017.83" ts_lastsave="1581690018.23" unique_id="74">
<rich_text>*Prerequisites: Proficiency with Alchemist’s supplies*
You’ve mastered the art of Alchemy, granting the following benefits:
* You gain expertise with Alchemist's supplies.
* You can craft potions and other alchemical goods at a rate of 10 gp + your Intelligence modifier per day, instead of 5 gp per day.
* When crafting potions or poisons, roll an additional Intelligence (Alchemist’s supplies) check.
* If you are crafting healing potions or poisons that deal damage, on a roll of 20 or higher, the potion or poison becomes Masterwork, and you may roll an additional dice as part of the resolution of the potions or poisons effects. On a result of 25 or higher, you can roll 2 additional dice instead of 1. On a result of 30 or higher, you can roll an additional 3 dice instead of 2.
* If you are crafting any potion with a duration, on a result of 20 or higher, the potion is Masterwork, and the duration is increased by half again. On a result of 25, the duration is doubled. On a result of 30, the duration is quadrupled.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Master Artisan" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689441.97" ts_lastsave="1581689442.37" unique_id="57">
<rich_text>*Prerequisite: Proficiency in at least one set of artisan's tools*
Choose a set of artisan's tools that you are proficient with. Your proficiency bonus is doubled for any ability check that uses the artisan's tools of your choice. In addition, you gain the following benefits:
___
- Whenever you make an Intelligence (History) related to the origin of an object related to your trade, you are considered proficient in the History skill and you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.
- When crafting with your chosen artisan's tools, you can craft up to 10 gp worth of items each day, rather than the standard 5gp. While crafting, you can maintain a comfortable lifestyle without having to pay 2 gp per day, or a wealthy lifestyle at half the normal cost.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Master Blacksmith" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689925.35" ts_lastsave="1581689926.17" unique_id="69">
<rich_text>*Prerequisites: Proficiency with Smith’s tools*
You are an expert at smithing armor and weapons, gaining the following benefits:
* You gain expertise with Smith’s tools.
* You can craft weapons, armor, and other blacksmith goods at a rate of 10 + your Strength modifier gp per day, instead of 5 gp per day.
* Weapons and armor that you craft have a chance to be imbued with additional properties. When you successfully craft a weapon or armor, roll another Strength (Smith’s tools) check again. If the result is 20 or higher, the item becomes Masterwork, and gains +1 to its attack and damage rolls or AC. A result of 25 or higher will grant the item a +2 bonus instead of +1. A result of 30 or higher will grant the item a bonus of +3 instead of +2. The item is not magical, despite these bonuses.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Master Craftsman" prog_lang="markdown" readonly="False" tags="" ts_creation="1581686801.04" ts_lastsave="1581687886.14" unique_id="34">
<rich_text>*Prerequisites: Proficiency with an artisan tool, other than Alchemist's supplies, Leatherworker’s tools, or Smith’s tools.*
You’ve mastered your craft, working with greater efficiency and producing goods of higher quality. Choose one of the artisan tools other than Alchemist’s supplies, Leatherworker’s tools, or Smith’s tools, that you are proficient in, and gain the following benefits:
* You gain expertise in the chosen tool.
* You may craft items and objects related to your chosen tools at a rate of 10 gp + your modifier of the tool’s associated stat per day, instead of 5 gp per day. Speak with your DM to determine the appropriate stat.
* When crafting items or objects, roll an additional check of the type your tool requires. On a result of 20 or higher, the item or object is a Masterwork. Masterwork items and objects sell for ten times their normal value.
This feat can be chosen multiple times, choosing a different artisan tool each time.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Master Leatherworker" prog_lang="markdown" readonly="False" tags="" ts_creation="1581690058.8" ts_lastsave="1581690059.33" unique_id="75">
<rich_text>*Prerequisites: Proficiency with Leatherworker’s tools*
You’ve become a master Leatherworker, granting the following benefits:
* You gain expertise with Leatherworker’s tools.
* You can craft armor and other leatherworking goods at a rate of 10 + your Dexterity modifier per day, instead of at a rate of 5 gp per day.
* When crafting armor, roll an additional Dexterity (Leatherworker’s tools) check. On a result of 20 or higher, the armor becomes Masterwork, and has a bonus +1 AC. On a result of 25 or higher, it gains a bonus of +2 instead of +1. On a result of 30 or higher, it gains a bonus of +3 instead of +2. The armor is not magical despite the bonus.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Master Tactician" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689156.97" ts_lastsave="1581689157.29" unique_id="49">
<rich_text>- You can use a bonus action to Help an ally attack an enemy that is within 5 feet of you. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
- You can spend your action to call out battle tactics to allies within 30 feet of you. An ally within range that can hear you adds 10 feet to its speed until the end of its next turn.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Multistyle Fighter" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689458.31" ts_lastsave="1581689458.7" unique_id="58">
<rich_text>*Prerequisite: Fighting Style class feature*
___
Through extensive training and practice you've mastered multiple fighting styles. After you take this feat, when you roll for initiative, or as a bonus action, you can choose to change one of your options from your Fighting Style class feature to another option.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Multitask" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689484.56" ts_lastsave="1581689485.14" unique_id="60">
<rich_text>You are able to concentrate on a second spell by using your bonus action each round. It does tax you though and if you are forced to make a concentration check, you do so at disadvantage and both spells end if you fail.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="One Step Ahead" prog_lang="markdown" readonly="False" tags="" ts_creation="1581688772.54" ts_lastsave="1581688807.19" unique_id="45">
<rich_text>* You can shift your initiative up enough to act before the creature ahead of you in initiative. Once you have used this feature, you must complete a short rest to use this feature again.
* You gain a +5 bonus to initiative rolls.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Point Blank Shot" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689193.09" ts_lastsave="1581689193.51" unique_id="50">
<rich_text>When you attack with a ranged weapon in which you are proficient against a target that is no farther away than half the weapon's normal range, you gain the following benefits:
___
- You gain advantage on the attack roll.
- You can add your proficiency bonus to the weapon's damage
- You ignore partial cover.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Reactive" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689472.01" ts_lastsave="1581689472.4" unique_id="59">
<rich_text>- If you forgo your bonus action on your turn, you can take an additional reaction before the start of your next turn. You can only use one reaction per trigger.
- If you hold an action on your turn, you can also hold a bonus action or move action to a ct on the same trigger.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Rogue-lite" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689946.9" ts_lastsave="1581689947.54" unique_id="70">
<rich_text>*Prerequisites: Dexterity 13 or higher, no levels in Rogue*
The streets have taught you a thing or two. You gain the following benefits:
* Choose one skill you are proficient in. You gain expertise with that skill.
* You gain the Sneak Attack feature as if you were a Rogue half of your total level, rounded down (e.g. If you are level 5, you can use the Sneak Attack feature as if you had 2 levels in Rogue).
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Single Style Savant" prog_lang="markdown" readonly="False" tags="" ts_creation="1581688580.48" ts_lastsave="1581688780.4" unique_id="40">
<rich_text>*Prerequisite: Level 12*
Once you take this feat, you may only use weapons of your chosen type.
___
- While wielding your chosen weapon, when you take the dodge action, you may immediately use your bonus action to make a single melee attack at a creature within range.
- You cannot be at disadvantage when attacking using a sword. If an effect would impose disadvantage, you instead attack normally. Note that the effect imposing disadvantage would still negate any advantage you have.
- When attacking with the sword, before making the attack roll, you may choose whether you are dealing slashing, bludgeoning, or piercing damage.
- If a creature targets you with a melee attack, you may use your reaction to try and deflect the attack with your sword, giving you a +3 bonus to your AC. If your reaction causes the attack to miss where it would otherwise hit, you may then make a single attack with advantage against the attacking creature.
- If you bring a creature to 0 HP with an attack from your sword on your turn, you gain another action for this turn. That action may only be used to issue a single attack.
- If you land a critical hit on an attack with a sword, you may add the swords maximum possible damage to your critical hit rolls.
** NOTES FROM THE BEST FLUFFBUTT **
DR with that weapon equipped
extra attack
add +1 to crit threshold AFTER other modifiers. (so keen doesn't make it +2)
can't be disarmed.
ignore DR when sundering objects
“could also do a small pool of tactic feats you can choose from. Like, when you select this feat, you can also develop a trick unique to your weapon. Choose one of the following: Chained weapon: weapon gains +5ft reach Shadow strike: Striking from unseen directions counts your opponent as flat footed for the first strike each round Annointed blade: choose 1 damage type, either weapon damage changes to that, or add 1d6 (or weapon die) of that element as you annoint it with oils, crystals, etc. As one: When dropped below 0 HP, you do not become staggered or fall prone. You may act as normal. Each instance of damage you recieve does 0 damage to you, but deals (1? some balanced number) damage to the weapon. Upon the weapon breaking the wielder dies.”
</rich_text>
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<node custom_icon_id="18" foreground="" is_bold="False" name="Thesis Spell" prog_lang="markdown" readonly="False" tags="" ts_creation="1581688653.23" ts_lastsave="1581688694.51" unique_id="41">
<rich_text>*Prerequisite: One spell from each school learned or known*
When you choose this feat, designate a single spell that you can cast as your thesis spell.
___
- If your thesis spell deals damage, or otherwise has you roll dice to determine an effect beyond an attack, when rolling dice for your spell you may reroll any 1s until there are no 1s left.
- You may just have your spell deal maximum damage or apply its maximum value effect without needing to roll damage once per long rest.
- Your thesis spell will always function as though you had cast it one level higher.
- You may cast your thesis spell at the highest level you can cast without expending a spell slot once per long rest.
- Enemies cannot have advantage against any saves your thesis spell may apply, and any effects that would allow them to save for no damage do not function.
- If your thesis spell causes damage or a negative effect in a targeted area, it will not cause harm to your allies unless you specifically choose to.
- Your thesis spell ignores resistances.
- You always recognize a casting of your thesis spell should you have the sensory abilities to do so.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Thoughts and Prayers" prog_lang="markdown" readonly="False" tags="" ts_creation="1581688923.53" ts_lastsave="1581688923.98" unique_id="47">
<rich_text>*Prerequisite: Paladin*
___
- Increase your Charisma score by 1, to a maximum of 20.
- During a short rest, you can pray over the wounds of your comrades. When an ally spends a hit die to regain hit points during a short rest, the creature regains an extra number of hit points equal to your Charisma modifier for reach hit die it spends. A creature can only benefit from this feature once between long rests.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Thug" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689224.32" ts_lastsave="1581689229.48" unique_id="51">
<rich_text>- You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You add your proficiency bonus to initiative rolls.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Weapon Mastery" prog_lang="markdown" readonly="False" tags="" ts_creation="1581690102.32" ts_lastsave="1581690119.86" unique_id="77">
<rich_text>**V1**
*Prerequisites: Strength or Dexterity of 16 or higher, proficiency with at least one weapon.*
You’re intimately familiar with using a very particular type of weapon. Choose a weapon type you are proficient with. When wielding that a weapon of the chosen type, you gain the following benefits:
* You increase the size of the damage die the weapon uses by one. d12 becomes 2d8.
* If you would roll at disadvantage when attacking with a weapon of the chosen type, you instead roll normally.
~~In addition, you can choose one of the following benefits:
Add an extra damage dice to the chosen weapon types total damage (e.g. if the chosen weapon deals 1d6 damage, it now deals 2d6). This applies to both types of damage on a versatile weapon.
When you attack with your chosen weapon type, you may treat the weapon as if it has one of the chosen properties, if it doesn’t already have that property.
Lethal
Surgical
Critical 1
Armor Piercing 2
Braced
You may ignore one of the following properties of your chosen weapon, if it has it:
Loading
Oversized
Two-Handed~~
Note that if you are using the Weapon Class proficiency system, this does not affect everything within that proficiency class, only the specific weapon type you choose. For example, if you choose Longsword, only Longswords and weapons with the echo (longsword) property will benefit, not all weapons in the Longsword proficiency class.
**V2**
*Prerequisites: Strength or Dexterity of 16 or higher, proficiency with at least one martial weapon.*
You are a master of the weapons you wield, and you have become skilled and pushing your martial weapons to their absolute limits. When wielding a martial weapon that you are proficient with, you gain the following benefits:
* Once per turn when you roll damage for a weapon attack, you can roll the weapon damage dice as if they were one size larger. 1d12 becomes 1d12+1d6. This does not stack with similar features or abilities, but may be used with the second ability of this feat.
* When you roll for damage for a weapon attack and you roll the highest number possible on any of the weapon damage die, you may roll that dice again and add that roll to the damage. Repeat this process until none of the die have rolled their highest number possible. You may only use this ability once per turn, and once this ability has been used three times, you must finish a long rest before you can use this ability again. You may use this ability with the first ability of this feat.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Whip Master" prog_lang="markdown" readonly="False" tags="" ts_creation="1581689057.9" ts_lastsave="1581689058.33" unique_id="48">
<rich_text>*Prerequisite: Proficiency with whips*
___
- Your melee attack range increases to 15 feet.
- When you hit a large or smaller creature with a whip, the creature's speed is reduced by 10 feet until the start of your next turn.
- You can use your reaction to make attacks of opportunity against creatures entering your range.
- Your whips use a d6 for damage.
</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Wild Speech" prog_lang="markdown" readonly="False" tags="" ts_creation="1581690076.65" ts_lastsave="1581690077.05" unique_id="76">
<rich_text>*Prerequisites: Intelligence, Wisdom, or Charisma 13 or higher*
You speak with the tongue of men and beasts, granting the following benefits:
* Even when in a form in which you cannot naturally speak (such as in animal form), you are able to speak normally in any language you know. This allows you to provide verbal components for spells, speak command words, and activate spell completion and trigger terms.
* You gain the ability to cast speak with animals at will, ignoring spell components.</rich_text>
</node>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Active Reload" prog_lang="markdown" readonly="False" tags="" ts_creation="1582204830.23" ts_lastsave="1582204836.4" unique_id="114">
<rich_text>*Prerequisites: Proficiency in Firearms, 13 Dexterity*
You've mastered the art of reloading your firearms so seamlessly you can do them as part of another action.
* Your Dexterity increases by 1, to a max of 20.
* When you use an action to reload a Firearm, you may reload a second firearm you are wielding as well.
* In addition, when you use an action to reload a firearm, you may make an unarmed attack as a bonus action.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Adamantine Spirit" prog_lang="markdown" readonly="False" tags="" ts_creation="1582204932.54" ts_lastsave="1582204938.77" unique_id="115">
<rich_text>*Prerequisites: Constitution 13 or higher*
With great fortitude of body and experience in battle, you have learned to emulate adamantine defensively. When an attack roll made against you would score a critical hit, you may use your reaction to negate the critical hit, causing the attack to instead be treated as a normal hit. Once you use this ability you must finish a long rest before using it again.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Adept Aviator" prog_lang="markdown" readonly="False" tags="" ts_creation="1582205106.83" ts_lastsave="1582205111.66" unique_id="116">
<rich_text>*Prerequisites: a permanent flying speed*
You have honed your ability to fly to the point of near perfection. You gain the following benefits:
* Your Dexterity score increases by 1.
* Your flying speed increases by 10 feet.
* While falling, you can make your rate of descent slow as you land, allowing you to land without taking any falling damage (as if you were under the effect of the feather fall spell).</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Agile" prog_lang="markdown" readonly="False" tags="" ts_creation="1582205171.85" ts_lastsave="1582205172.58" unique_id="117">
<rich_text>*Prerequisites: Dexterity 13 or higher*
Your speed is unmatched, your reflexes are so swift that with pure speed alone you are able to rush across the battlefield and dodge more effectively than if you were wearing armor. You have the following benefits:
* While not wearing armor, your AC equals 10 + your Dexterity modifier + your proficiency bonus (to a maximum of 3).
* You can take the Dash or Disengage action as a bonus action.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Aikido" prog_lang="markdown" readonly="False" tags="" ts_creation="1582205214.51" ts_lastsave="1582205215.54" unique_id="118">
<rich_text>*Prerequisites: Dexterity 13 or higher*
* Increase your Dexterity score by 1.
* When a melee attack roll is made against you, you can use your reaction to throw your attacker. Make a Dexterity (Acrobatics) check, where the DC equals the attack roll. On a success, the attack misses, and you can move the creature to any open space within 5 feet of you.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Anatomy Expert" prog_lang="markdown" readonly="False" tags="" ts_creation="1582205358.04" ts_lastsave="1582205358.64" unique_id="119">
<rich_text>*Prerequisites: Wisdom or Intelligence of 13 or higher*
You have studied certain kinds of creatures and their anatomies, allowing you to recall information about them and know where to strike them most effectively. When you take this feat, choose two types of creatures: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, monstrosity, plants, or humanoid. You gain the following benefits:
* Your attacks against creatures of the chosen types score a critical hit on a roll of 19 or 20.
* When you score a critical hit on a creature of the chosen types, add your Wisdom modifier to the damage roll.
* You have advantage on Intelligence checks to recall information about creatures of the chosen types.
You can select this feat multiple times. Each time you do so, you must choose two other types of creatures. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Apprentice Witch" prog_lang="markdown" readonly="False" tags="" ts_creation="1582205550.61" ts_lastsave="1582205551.63" unique_id="121">
<rich_text>*Prerequisites: Charisma 13 or higher*
You make a minor pact with an otherworldy being, who grants you magical capabilities. When you gain this feat, choose an Otherwordly Patron option from the warlock class. You gain the following benefits:
* You learn one cantrip of your choice from the warlock spell list. Charisma is your spellcasting ability for this cantrip.
* You learn one eldritch invocation of your choice from the warlock class.
* If an invocation has prerequisites, you must meet them to learn it. You can learn the invocation that requires the Otherworldly Patron you chose as a prerequisite.
* If an invocation allows you to cast a spell, you must have at least one spell slot of the spell's level or higher to learn it, in addition to the invocation's normal prerequisite (if any). If the invocation allows you to cast a spell using your spell slot, you cannot cast that spell at 6th level spell or higher unless you gain the spell from another source.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Arcane Ammunitionist" prog_lang="markdown" readonly="False" tags="" ts_creation="1582205809.36" ts_lastsave="1582205809.89" unique_id="123">
<rich_text>*Prerequisites: Wisdom or Intelligence 13 or higher*
You have developed the magical ability of conjuring ammunition, gaining the following benefits:
* You gain a +1 bonus to ranged attack rolls when using the conjured ammunition.
* You can conjure a piece of mundane ammunition (such as arrows for bows, bolts for crossbows, or stones for slings) as part of an attack with a ranged weapon. The conjured ammunition disappears after 1 round. The conjured ammo is considered magical.
* You ignore the loading quality of crossbows with which you are proficient.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Arcane Armor" prog_lang="markdown" readonly="False" tags="" ts_creation="1582205881.18" ts_lastsave="1582205891.27" unique_id="124">
<rich_text>*Prerequisites: The ability to cast at least one spell.*
When you use your action cast a spell of 1st level or higher, you can use your bonus action to surround yourself with arcane protection. When doing so, select a damage type from acid, cold, fire, lightning, or thunder. Whenever you take damage of the type you chose, it is reduced by an amount equal to your proficiency bonus. This effect lasts for 1 minute. Once you use this effect, you must finish a short rest before you can do so again.
If you hit with a melee attack while your Arcane Armor is active, you can choose to end the effect early to add your proficiency bonus to the damage of this attack. This extra damage is of the same type as your Arcane Armor.</rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Arcane Artillerist" prog_lang="markdown" readonly="False" tags="" ts_creation="1582205966.34" ts_lastsave="1582205967.08" unique_id="125">
<rich_text>*Prerequisites: Ability to cast spells*
You have trained in the art of war in it's deadliest form, the power to destroy armies through the might of the arcane. When you cast a spell with a spell slot larger than necessary the spell is is modified in the following manner:
* If the spell has a range greater than self, the range is doubled.
* Your spells' area or reach is also doubled (15-foot cone becomes 30-cone, 20-foot radius becomes 40-foot radius, etc.)
You can do that three times after that you need to have a long rest to recover all the charges. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Arcane Defense" prog_lang="markdown" readonly="False" tags="" ts_creation="1582206053.28" ts_lastsave="1582206053.76" unique_id="126">
<rich_text>*Prerequisites: The ability to cast at least one spell*
You learn one cantrip of your choice. While you are not wearing armor, your AC is 10 + your dexterity modifier + either your intelligence, wisdom, or charisma modifier. You may still gain shield benefits. </rich_text>
</node>
<node custom_icon_id="18" foreground="" is_bold="False" name="Arcane Life Burn" prog_lang="markdown" readonly="False" tags="" ts_creation="1582206231.28" ts_lastsave="1582206231.82" unique_id="128">
<rich_text>*Prerequisites: The ability to cast at least one spell , Able to use Metamagic*