diff --git a/subclass/Clan Crafter Hralding; Codex of Allies.json b/subclass/Clan Crafter Hralding; Codex of Allies.json index e9c7adf7b8..2d3edc5536 100644 --- a/subclass/Clan Crafter Hralding; Codex of Allies.json +++ b/subclass/Clan Crafter Hralding; Codex of Allies.json @@ -1,472 +1,677 @@ { - "_meta": { - "sources": [ - { - "json": "CoA 3pp", - "abbreviation": "CoA 3pp", - "full": "Mordenkainen's Codex of Allies", - "authors": [ - "Clan Crafter Hralding" - ], - "version": "1.3", - "url": "https://www.dmsguild.com/product/243863/Mordenkainens-Codex-of-Allies", - "targetSchema": "1.0.0" - } - ], - "dateAdded": 1529430240 - }, - "subclass": [ - { - "class": "Barbarian", - "name": "Path of the Bloodrager", - "subclassFeatures": [ - [ - { - "name": "Path of the Bloodrager", - "entries": [ - "Some barbarians are compelled by their innate bloodlust to follow The Path of the Bloodrager. Bloodragers are perilous front line combatants that can devastate foes with a power linked to bloodshed. These barbarians, like berserkers, revel in violence and take little account for their well-being in battle. Wherever they can be found, Bloodragers fight until they can stand no longer.", - { - "type": "entries", - "name": "Bloodrage", - "entries": [ - "Starting at 3rd level, when you begin raging you gain 3 Bloodrage dice, which are d12s. At 6th, 10th, and 14th level you gain another Bloodrage die when you begin raging.", - "Additionally, whenever you reduce a small or larger creature to 0 hit points with a melee attack while you are raging you can use your reaction to bathe yourself in the blood of your foe, gaining 1 Bloodrage die.", - "Whenever you deal damage with a melee weapon attack you can spend 1 Bloodrage die or expend 1 hit die to increase the damage of the attack by the number rolled and also gain a number of temporary hit points equal to the number rolled. You can only increase your damage in this way once each round.", - "The temporary hit points and any remaining Bloodrage dice disappear when you stop raging." - ] - } - ] - } - ], - [ - { - "type": "entries", - "name": "Crippling Blow", - "entries": [ - "At 6th level, whenever you spend a Bloodrage die or hit die to increase an attack's damage, you can channel your fury into a crippling blow. The target must succeed on a Constitution saving throw (DC equals 8 + your Proficiency bonus + your Strength modifier) or have its movement speed reduced by half until it succeeds on the saving throw. The creature can repeat this saving throw at the start of each of its turns." - ] - } - ], - [ - { - "entries": [ - { - "type": "entries", - "name": "Blood Hunt", - "entries": [ - "At 10th level you gain the ability to smell blood in the air like a wild beast. You may use your action to learn the direction of any beast or humanoid below half of its maximum HP within five miles. You have advantage on Survival checks made to track creatures whose direction you know. You can track a scent for one hour, or until a wind of a moderate speed disperses the trail.", - "In addition, while raging, as a bonus action you can move up to your speed toward an enemy of your choice that you can see, or a creature whose direction you know from using this feature. You must end this movement closer to the creature than you started." - ] - } - ] - } - ], - [ - { - "entries": [ - { - "type": "entries", - "name": "Lord of Blood", - "entries": [ - "When you reach 14th level, your rage can push you beyond the limits of your mortal body.", - "Whenever you increase your damage with a Bloodrage die, you can choose to spend an additional Bloodrage die or expend a hit die in addition to a Bloodrage die.", - "If you spend 2 dice in this manner and use your Crippling Blow feature you can choose to forego gaining temporary hit points from 1 or 2 dice. If you forego the hit points from 2 dice and the creature fails its saving throw, its movement speed is instead reduced to 0 feet." - ] - } - ] - } - ] - ], - "source": "CoA 3pp", - "shortName": "Bloodrager" - }, - { - "class": "Barbarian", - "name": "Path of the Immortal Titan", - "subclassFeatures": [ - [ - { - "name": "Path of the Immortal Titan", - "entries": [ - "Barbarians who follow the Path of the Immortal Titan are known as immortals. Immortals are renowned for both strength and tenacity. These massive barbarians are resillient combatants who can move swiftly in heavy armor and grow to achieve incredible feats of titanic strength.", - { - "type": "entries", - "name": "Immortal Resilience", - "entries": [ - "Starting at 3rd level, you gain proficiency in heavy armor. You can use your Rage feature and gain the benefits of Fast Movement while wearing heavy armor.", - "In addition, at the start of each of your turns while you are raging, you gain a number of temporary hit points equal to half your barbarian level + your Constitution modifier if you have at least 1 hit point. The hit points disappear when you stop raging." - ] - } - ] - } - ], - [ - { - "type": "entries", - "name": "Titanic Growth", - "entries": [ - "Starting at 6th level, while you are raging you may use your bonus action to grow, gaining the 'enlarge' effect of the enlarge/reduce spell (no concentration) until the end of your next turn. You can use this ability a number of times equal to your Proficiency Bonus and you regain all expended uses when you finish a short or long rest.", - "In addition, the extra 1d4 weapon damage from the 'enlarge' effect becomes 1d6 at 10th level and 1d8 at 14th level." - ] - } - ], - [ - { - "entries": [ - { - "type": "entries", - "name": "Mighty Leap", - "entries": [ - "Starting at 10th level, you may use your bonus action to jump a number of feet horizontally equal to or less than half your walking speed with Fast Movement. If you are enlarged by your Titanic Growth when you jump in this way, each creature within 5 feet of the spaces you land must succeed on a Strength saving throw (DC equals 8 + your Proficiency bonus + your Strength modifier) or be knocked prone.", - "Jumping in this manner does not expend any feet of movement." - ] - } - ] - } - ], - [ - { - "entries": [ - { - "type": "entries", - "name": "Unyielding Force", - "entries": [ - "Starting at 14th level, whenever you hit a huge or smaller creature with a melee attack while you are raging, you can use your reaction to force the target to succeed on a Strength saving throw (DC equals 8 + your Proficiency bonus + your Strength modifier) or be knocked up to 15 feet away from you in a straight line. While you are enlarged by your Titanic Growth, you can knock a target up to 25 feet away from you. If the target hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage for each 5 feet of movement remaining." - ] - } - ] - } - ] - ], - "source": "CoA 3pp", - "shortName": "Immortal" - }, - { - "class": "Bard", - "name": "College of Satire", - "subclassFeatures": [ - [ - { - "name": "College of Satire", - "entries": [ - "Bards of the College of Satire are called jesters. While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.", - { - "type": "entries", - "name": "War Song", - "entries": [ - "When you join the College of Satire at 3rd level, you gain proficiency with playing cards and thieves tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have." - ] - }, - { - "type": "entries", - "name": "Tumbling Fool", - "entries": [ - "At 3rd level, you master an acrobatic technique known as tumbling that allows you to evade danger. When you tumble you move a number of feet up to half your walking speed without provoking opportunity attacks. You can tumble as a bonus action. Starting at 6th level you can also tumble as a reaction when you are attacked, imposing disadvantage on the triggering attack.", - "In addition, after tumbling until the start of your next turn you gain a climbing speed equal to half your walking speed and you take half damage from falling. Tumbling does not cost you any feet of movement." - ] - } - ] - } - ], - [ - { - "type": "entries", - "name": "Insult to Injury", - "entries": [ - "At 6th level, your wit has become as sharp as a rapier, and twice as quick. You learn the vicious mockery cantrip. If you already know it, you learn one other bard cantrip of your choice.", - "When you use your action to make an attack on your turn, you can use the vicious mockery cantrip as a bonus action.", - "If a creature fails the saving throw against your vicious mockery, you can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the target's Charisma, Intelligence, and Wisdom rolls until the end of its next turn. The creature also immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke." - ] - } - ], - [ - { - "entries": [ - { - "type": "entries", - "name": "One for the Crowd", - "entries": [ - "At 14th level you learn tasha's hideous laughter as a bard spell. If you already know it, you learn one other 1st level bard spell of your choice.", - "When you fail a saving throw or miss an attack roll, you may use your reaction to cast tasha's hideous laughter on a creature you can see without expending a spell slot or requiring material components. You may cast it this way a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a short or long rest." - ] - } - ] - } - ] - ], - "source": "CoA 3pp", - "shortName": "Satire" - }, - { - "class": "Bard", - "name": "College of the Skald", - "subclassFeatures": [ - [ - { - "name": "College of the Skald", - "entries": [ - "For the clans of the north, the history of their people and the stories of the gods are carried in the tales told by the warrior poets, skalds. Skalds make history come alive, and in battle their rousing words can bring to bear the fury of an ancient battlefield. Skalds embolden their allies with tales of the legendary warriors of old.", - { - "type": "entries", - "name": "War Song", - "entries": [ - "Starting at 3rd level, you learn to perform a war song to embolden your allies. You can use your bonus action to begin your war song, which requires concentration and lasts one minute.", - "When you begin performing your war song or as a bonus action while you are concentrating on your war song, you can choose up to three allies within 60 feet of you that can hear you. You can also choose yourself in place of one of the targets. Once before the end of your next turn, the targeted allies can roll a 1d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll. Once you perform a war song, you cannot do so again until you finish a short or long rest.", - "You may target one additional humanoid with your war song starting at 6th level and 14th level." - ] - }, - { - "type": "entries", - "name": "Ancient Wolf's Song", - "entries": [ - "Starting at 3rd level, whenever you use your bonus action to use the effect of your war song you can expend one use of your Bardic Inspiration to incite fury in your allies. The targeted allies can roll a bardic inspiration die instead of a 1d4 when rolling damage for a melee weapon attack, and can move up to 5 feet without provoking opportunity attacks in addition to the attack's other effects." - ] - } - ] - } - ], - [ - { - "type": "entries", - "name": "Words of Brutality", - "entries": [ - "Starting at 6th level, if you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw against your spell save DC to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature within the next 10 minutes, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect ends immediately if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.", - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - } - ], - [ - { - "entries": [ - { - "type": "entries", - "name": "Embodiment of Legend", - "entries": [ - "Starting at 14th level you can personify a legendary warrior if you perform for at least 1 minute by singing or reciting a poem about them. You must also concentrate for the duration of the performance. At the end of the performance, you may cast tenser's transformation without requiring concentration or material components. You can end the spell's effect as a bonus action. Once you use this ablility you cannot use it again until you finish a long rest." - ] - } - ] - } - ] - ], - "source": "CoA 3pp", - "shortName": "Skald" - }, - { - "class": "Cleric", - "name": "Madness Domain", - "subclassFeatures": [ - [ - { - "name": "Madness Domain", - "entries": [ - "Clerics who worship the old gods, or gods of madness like Cyric, Ghaunadaur, and Tharizdun are known widely as cultists. These gods possess ancient knowledge that mortals dare not learn, or fall to madness. Followers of these gods babble wildly in lost tongues and use these words to drive creatures to the brink of insanity.", - { - "type": "table", - "caption": "Madness Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell cause fear}, {@spell dissonant whispers}" - ], - [ - "3rd", - "{@spell crown of madness}, {@spell phantasmal force}" - ], - [ - "5th", - "{@spell enemies abound}, {@spell fear}" - ], - [ - "7th", - "{@spell confusion}, {@spell hallucinatory terrain}" - ], - [ - "9th", - "{@spell dream}, {@spell modify memory}" - ] - ] - }, - { - "type": "entries", - "name": "Babbling Lunatic", - "entries": [ - "At 1st level, you can babble in the tongue of the gods to unsettle the minds of your foes. You learn the vicious mockery cantrip.", - "In addition, whenever you use the vicious mockery cantrip, you can target one additional creature within range that can hear you. That creature must make a Wisdom save against the cantrip or have disadvantage on the next attack roll it makes before the end of its next turn. The additional target does not take any damage." - ] - } - ] - } - ], - [ - { - "type": "entries", - "name": "Channel Divinity: Cultist's Chant", - "entries": [ - "At 2nd level, as an action you can use your Channel Divinity to chant in an ancient tongue to put your listener into a stupefied trance. Each creature of your choice that can hear you within 30 feet of you must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. This effect ends on a target after 1 minute, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies." - ] - } - ], - [ - { - "type": "entries", - "name": "Channel Divinity: Read Thoughts", - "entries": [ - "At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.", - "As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your spell save DC. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.", - "If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.", - "During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell." - ] - } - ], - [ - { - "entries": [ - { - "type": "entries", - "name": "Potent Spellcasting", - "entries": [ - "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." - ] - } - ] - } - ], - [ - { - "entries": [ - { - "type": "entries", - "name": "Irreversible Insanity", - "entries": [ - "At 17th level, your mind is lost to the endless madness of the gods. You become immune to psychic damage and to the charmed and frightened conditions.", - "Whenever a creature tries to read your thoughts, that creature takes 3d8 psychic damage as it hears the maddening tongues within your head.", - "In addition, roll once on the Indefinite Madness table (DMG p. 260). You are afflicted with that madness and it cannot be cured." - ] - } - ] - } - ] - ], - "source": "CoA 3pp", - "shortName": "Madness" - }, - { - "class": "Cleric", - "name": "Protection Domain", - "subclassFeatures": [ - [ - { - "name": "Protection Domain", - "entries": [ - "The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods' faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.", - { - "type": "table", - "caption": "Protection Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell compelled duel}, {@spell shield of faith}" - ], - [ - "3rd", - "{@spell aid}, {@spell warding bond}" - ], - [ - "5th", - "{@spell magic circle}, {@spell protection from energy}" - ], - [ - "7th", - "{@spell guardian of faith}, {@spell Otiluke's resilient sphere}" - ], - [ - "9th", - "{@spell antilife}, {@spell wall of force}" - ] - ] - }, - { - "type": "entries", - "name": "Bonus Proficiency", - "entries": [ - "When you choose this domain at 1st level, you gain proficiency with heavy armor." - ] - }, - { - "type": "entries", - "name": "Resolute Shield", - "entries": [ - "Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature 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. To do so, you must be able to see both the attacker and the target. You interpose a shield of divine energy to throw the attack off target. If your reaction causes the attack to miss, the attacker cannot attack the target you protected until the start of your next turn.", - "You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain any expended uses when you finish a short or long rest." - ] - } - ] - } - ], - [ - { - "type": "entries", - "name": "Channel Divinity: Radiant Armor", - "entries": [ - "Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The target gains a number of temporary hit points equal to 2d6 + your cleric level. These hit points last for 1 minute. Whenever the ally is hit with an attack while any of these hit points remain, the attacker takes radiant damage equal to the damage dealt to the temporary hit points gained by using this feature." - ] - } - ], - [ - { - "type": "entries", - "name": "Rebuking Shield", - "entries": [ - "Beginning at 6th level, whenever you use your Resolute Shield feature to impose disadvantage on an attack, and the attack misses, you can deal radiant damage to the attacker equal to half your cleric level as part of that reaction." - ] - } - ], - [ - { - "entries": [ - { - "type": "entries", - "name": "Divine Strike", - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - } - ] - } - ], - [ - { - "entries": [ - { - "type": "entries", - "name": "Bulwark of Faith", - "entries": [ - "At 17th level, your faith allows you to protect your allies with powerful divine magic. As a bonus action, you can choose one ally within 30 feet of you to protect with a holy shield. As long as you are not incapacitated, that ally's AC becomes the same as your AC, unless it was already higher. The effect ends early if you and the ally are separated by more than 30 feet, or if you use this feature again." - ] - } - ] - } - ] - ], - "source": "CoA 3pp", - "shortName": "Protection" - } - ] + "_meta": { + "sources": [ + { + "json": "CoA 3pp", + "abbreviation": "CoA 3pp", + "full": "Mordenkainen's Codex of Allies", + "authors": [ + "Clan Crafter Hralding" + ], + "version": "1.3", + "url": "https://www.dmsguild.com/product/243863/Mordenkainens-Codex-of-Allies", + "targetSchema": "1.0.0" + } + ], + "dateAdded": 1529430240 + }, + "subclass": [ + { + "class": "Barbarian", + "name": "Path of the Bloodrager", + "subclassFeatures": [ + [ + { + "name": "Path of the Bloodrager", + "entries": [ + "Some barbarians are compelled by their innate bloodlust to follow The Path of the Bloodrager. Bloodragers are perilous front line combatants that can devastate foes with a power linked to bloodshed. These barbarians, like berserkers, revel in violence and take little account for their well-being in battle. Wherever they can be found, Bloodragers fight until they can stand no longer.", + { + "type": "entries", + "name": "Bloodrage", + "entries": [ + "Starting at 3rd level, when you begin raging you gain 3 Bloodrage dice, which are d12s. At 6th, 10th, and 14th level you gain another Bloodrage die when you begin raging.", + "Additionally, whenever you reduce a small or larger creature to 0 hit points with a melee attack while you are raging you can use your reaction to bathe yourself in the blood of your foe, gaining 1 Bloodrage die.", + "Whenever you deal damage with a melee weapon attack you can spend 1 Bloodrage die or expend 1 hit die to increase the damage of the attack by the number rolled and also gain a number of temporary hit points equal to the number rolled. You can only increase your damage in this way once each round.", + "The temporary hit points and any remaining Bloodrage dice disappear when you stop raging." + ] + } + ] + } + ], + [ + { + "type": "entries", + "name": "Crippling Blow", + "entries": [ + "At 6th level, whenever you spend a Bloodrage die or hit die to increase an attack's damage, you can channel your fury into a crippling blow. The target must succeed on a Constitution saving throw (DC equals 8 + your Proficiency bonus + your Strength modifier) or have its movement speed reduced by half until it succeeds on the saving throw. The creature can repeat this saving throw at the start of each of its turns." + ] + } + ], + [ + { + "entries": [ + { + "type": "entries", + "name": "Blood Hunt", + "entries": [ + "At 10th level you gain the ability to smell blood in the air like a wild beast. You may use your action to learn the direction of any beast or humanoid below half of its maximum HP within five miles. You have advantage on Survival checks made to track creatures whose direction you know. You can track a scent for one hour, or until a wind of a moderate speed disperses the trail.", + "In addition, while raging, as a bonus action you can move up to your speed toward an enemy of your choice that you can see, or a creature whose direction you know from using this feature. You must end this movement closer to the creature than you started." + ] + } + ] + } + ], + [ + { + "entries": [ + { + "type": "entries", + "name": "Lord of Blood", + "entries": [ + "When you reach 14th level, your rage can push you beyond the limits of your mortal body.", + "Whenever you increase your damage with a Bloodrage die, you can choose to spend an additional Bloodrage die or expend a hit die in addition to a Bloodrage die.", + "If you spend 2 dice in this manner and use your Crippling Blow feature you can choose to forego gaining temporary hit points from 1 or 2 dice. If you forego the hit points from 2 dice and the creature fails its saving throw, its movement speed is instead reduced to 0 feet." + ] + } + ] + } + ] + ], + "source": "CoA 3pp", + "shortName": "Bloodrager" + }, + { + "class": "Barbarian", + "name": "Path of the Immortal Titan", + "subclassFeatures": [ + [ + { + "name": "Path of the Immortal Titan", + "entries": [ + "Barbarians who follow the Path of the Immortal Titan are known as immortals. Immortals are renowned for both strength and tenacity. These massive barbarians are resillient combatants who can move swiftly in heavy armor and grow to achieve incredible feats of titanic strength.", + { + "type": "entries", + "name": "Immortal Resilience", + "entries": [ + "Starting at 3rd level, you gain proficiency in heavy armor. You can use your Rage feature and gain the benefits of Fast Movement while wearing heavy armor.", + "In addition, at the start of each of your turns while you are raging, you gain a number of temporary hit points equal to half your barbarian level + your Constitution modifier if you have at least 1 hit point. The hit points disappear when you stop raging." + ] + } + ] + } + ], + [ + { + "type": "entries", + "name": "Titanic Growth", + "entries": [ + "Starting at 6th level, while you are raging you may use your bonus action to grow, gaining the 'enlarge' effect of the enlarge/reduce spell (no concentration) until the end of your next turn. You can use this ability a number of times equal to your Proficiency Bonus and you regain all expended uses when you finish a short or long rest.", + "In addition, the extra 1d4 weapon damage from the 'enlarge' effect becomes 1d6 at 10th level and 1d8 at 14th level." + ] + } + ], + [ + { + "entries": [ + { + "type": "entries", + "name": "Mighty Leap", + "entries": [ + "Starting at 10th level, you may use your bonus action to jump a number of feet horizontally equal to or less than half your walking speed with Fast Movement. If you are enlarged by your Titanic Growth when you jump in this way, each creature within 5 feet of the spaces you land must succeed on a Strength saving throw (DC equals 8 + your Proficiency bonus + your Strength modifier) or be knocked prone.", + "Jumping in this manner does not expend any feet of movement." + ] + } + ] + } + ], + [ + { + "entries": [ + { + "type": "entries", + "name": "Unyielding Force", + "entries": [ + "Starting at 14th level, whenever you hit a huge or smaller creature with a melee attack while you are raging, you can use your reaction to force the target to succeed on a Strength saving throw (DC equals 8 + your Proficiency bonus + your Strength modifier) or be knocked up to 15 feet away from you in a straight line. While you are enlarged by your Titanic Growth, you can knock a target up to 25 feet away from you. If the target hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage for each 5 feet of movement remaining." + ] + } + ] + } + ] + ], + "source": "CoA 3pp", + "shortName": "Immortal" + }, + { + "class": "Bard", + "name": "College of Satire", + "subclassFeatures": [ + [ + { + "name": "College of Satire", + "entries": [ + "Bards of the College of Satire are called jesters. While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.", + { + "type": "entries", + "name": "Bonus Proficiencies", + "entries": [ + "When you join the College of Satire at 3rd level, you gain proficiency with playing cards and thieves tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have." + ] + }, + { + "type": "entries", + "name": "Tumbling Fool", + "entries": [ + "At 3rd level, you master an acrobatic technique known as tumbling that allows you to evade danger. When you tumble you move a number of feet up to half your walking speed without provoking opportunity attacks. You can tumble as a bonus action. Starting at 6th level you can also tumble as a reaction when you are attacked, imposing disadvantage on the triggering attack.", + "In addition, after tumbling until the start of your next turn you gain a climbing speed equal to half your walking speed and you take half damage from falling. Tumbling does not cost you any feet of movement." + ] + } + ] + } + ], + [ + { + "type": "entries", + "name": "Insult to Injury", + "entries": [ + "At 6th level, your wit has become as sharp as a rapier, and twice as quick. You learn the vicious mockery cantrip. If you already know it, you learn one other bard cantrip of your choice.", + "When you use your action to make an attack on your turn, you can use the vicious mockery cantrip as a bonus action.", + "If a creature fails the saving throw against your vicious mockery, you can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the target’s Charisma, Intelligence, and Wisdom rolls until the end of its next turn. The creature also immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke." + ] + } + ], + [ + { + "entries": [ + { + "type": "entries", + "name": "One for the Crowd", + "entries": [ + "At 14th level you learn tasha’s hideous laughter as a bard spell. If you already know it, you learn one other 1st level bard spell of your choice.", + "When you fail a saving throw or miss an attack roll, you may use your reaction to cast tasha’s hideous laughter on a creature you can see without expending a spell slot or requiring material components. You may cast it this way a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a short or long rest." + ] + } + ] + } + ] + ], + "source": "CoA 3pp", + "shortName": "Satire" + }, + { + "class": "Bard", + "name": "College of the Skald", + "subclassFeatures": [ + [ + { + "name": "College of the Skald", + "entries": [ + "For the clans of the north, the history of their people and the stories of the gods are carried in the tales told by the warrior poets, skalds. Skalds make history come alive, and in battle their rousing words can bring to bear the fury of an ancient battlefield. Skalds embolden their allies with tales of the legendary warriors of old.", + { + "type": "entries", + "name": "War Song", + "entries": [ + "Starting at 3rd level, you learn to perform a war song to embolden your allies. You can use your bonus action to begin your war song, which requires concentration and lasts one minute.", + "When you begin performing your war song or as a bonus action while you are concentrating on your war song, you can choose up to three allies within 60 feet of you that can hear you. You can also choose yourself in place of one of the targets. Once before the end of your next turn, the targeted allies can roll a 1d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll. Once you perform a war song, you cannot do so again until you finish a short or long rest.", + "You may target one additional humanoid with your war song starting at 6th level and 14th level." + ] + }, + { + "type": "entries", + "name": "Ancient Wolf's Song", + "entries": [ + "Starting at 3rd level, whenever you use your bonus action to use the effect of your war song you can expend one use of your Bardic Inspiration to incite fury in your allies. The targeted allies can roll a bardic inspiration die instead of a 1d4 when rolling damage for a melee weapon attack, and can move up to 5 feet without provoking opportunity attacks in addition to the attack’s other effects." + ] + } + ] + } + ], + [ + { + "type": "entries", + "name": "Words of Brutality", + "entries": [ + "Starting at 6th level, if you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw against your spell save DC to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature within the next 10 minutes, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect ends immediately if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.", + "Once you use this feature, you can’t use it again until you finish a short or long rest." + ] + } + ], + [ + { + "entries": [ + { + "type": "entries", + "name": "Embodiment of Legend", + "entries": [ + "Starting at 14th level you can personify a legendary warrior if you perform for at least 1 minute by singing or reciting a poem about them. You must also concentrate for the duration of the performance. At the end of the performance, you may cast tenser’s transformation without requiring concentration or material components. You can end the spell’s effect as a bonus action. Once you use this ablility you cannot use it again until you finish a long rest." + ] + } + ] + } + ] + ], + "source": "CoA 3pp", + "shortName": "Skald" + }, + { + "class": "Cleric", + "name": "Madness Domain", + "subclassFeatures": [ + [ + { + "name": "Madness Domain", + "entries": [ + "Clerics who worship the old gods, or gods of madness like Cyric, Ghaunadaur, and Tharizdun are known widely as cultists. These gods possess ancient knowledge that mortals dare not learn, or fall to madness. Followers of these gods babble wildly in lost tongues and use these words to drive creatures to the brink of insanity.", + { + "type": "table", + "caption": "Madness Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell cause fear|xge}, {@spell dissonant whispers}" + ], + [ + "3rd", + "{@spell crown of madness}, {@spell phantasmal force}" + ], + [ + "5th", + "{@spell enemies abound|xge}, {@spell fear}" + ], + [ + "7th", + "{@spell confusion}, {@spell hallucinatory terrain}" + ], + [ + "9th", + "{@spell dream}, {@spell modify memory}" + ] + ] + }, + { + "type": "entries", + "name": "Babbling Lunatic", + "entries": [ + "At 1st level, you can babble in the tongue of the gods to unsettle the minds of your foes. You learn the vicious mockery cantrip.", + "In addition, whenever you use the vicious mockery cantrip, you can target one additional creature within range that can hear you. That creature must make a Wisdom save against the cantrip or have disadvantage on the next attack roll it makes before the end of its next turn. The additional target does not take any damage." + ] + } + ] + } + ], + [ + { + "type": "entries", + "name": "Channel Divinity: Cultist's Chant", + "entries": [ + "At 2nd level, as an action you can use your Channel Divinity to chant in an ancient tongue to put your listener into a stupefied trance. Each creature of your choice that can hear you within 30 feet of you must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. This effect ends on a target after 1 minute, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies." + ] + } + ], + [ + { + "type": "entries", + "name": "Channel Divinity: Read Thoughts", + "entries": [ + "At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.", + "As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your spell save DC. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.", + "If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.", + "During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell." + ] + } + ], + [ + { + "entries": [ + { + "type": "entries", + "name": "Potent Spellcasting", + "entries": [ + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] + } + ] + } + ], + [ + { + "entries": [ + { + "type": "entries", + "name": "Irreversible Insanity", + "entries": [ + "At 17th level, your mind is lost to the endless madness of the gods. You become immune to psychic damage and to the charmed and frightened conditions.", + "Whenever a creature tries to read your thoughts, that creature takes 3d8 psychic damage as it hears the maddening tongues within your head.", + "In addition, roll once on the Indefinite Madness table (DMG p. 260). You are afflicted with that madness and it cannot be cured." + ] + } + ] + } + ] + ], + "source": "CoA 3pp", + "shortName": "Madness" + }, + { + "class": "Cleric", + "name": "Protection Domain", + "subclassFeatures": [ + [ + { + "name": "Protection Domain", + "entries": [ + "The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.", + { + "type": "table", + "caption": "Protection Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell compelled duel}, {@spell shield of faith}" + ], + [ + "3rd", + "{@spell aid}, {@spell warding bond}" + ], + [ + "5th", + "{@spell magic circle}, {@spell protection from energy}" + ], + [ + "7th", + "{@spell guardian of faith}, {@spell Otiluke's resilient sphere}" + ], + [ + "9th", + "{@spell antilife}, {@spell wall of force}" + ] + ] + }, + { + "type": "entries", + "name": "Bonus Proficiency", + "entries": [ + "When you choose this domain at 1st level, you gain proficiency with heavy armor." + ] + }, + { + "type": "entries", + "name": "Resolute Shield", + "entries": [ + "Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature 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. To do so, you must be able to see both the attacker and the target. You interpose a shield of divine energy to throw the attack off target. If your reaction causes the attack to miss, the attacker cannot attack the target you protected until the start of your next turn.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain any expended uses when you finish a short or long rest." + ] + } + ] + } + ], + [ + { + "type": "entries", + "name": "Channel Divinity: Radiant Armor", + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The target gains a number of temporary hit points equal to 2d6 + your cleric level. These hit points last for 1 minute. Whenever the ally is hit with an attack while any of these hit points remain, the attacker takes radiant damage equal to the damage dealt to the temporary hit points gained by using this feature." + ] + } + ], + [ + { + "type": "entries", + "name": "Rebuking Shield", + "entries": [ + "Beginning at 6th level, whenever you use your Resolute Shield feature to impose disadvantage on an attack, and the attack misses, you can deal radiant damage to the attacker equal to half your cleric level as part of that reaction." + ] + } + ], + [ + { + "entries": [ + { + "type": "entries", + "name": "Divine Strike", + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8." + ] + } + ] + } + ], + [ + { + "entries": [ + { + "type": "entries", + "name": "Bulwark of Faith", + "entries": [ + "At 17th level, your faith allows you to protect your allies with powerful divine magic. As a bonus action, you can choose one ally within 30 feet of you to protect with a holy shield. As long as you are not incapacitated, that ally’s AC becomes the same as your AC, unless it was already higher. The effect ends early if you and the ally are separated by more than 30 feet, or if you use this feature again." + ] + } + ] + } + ] + ], + "source": "CoA 3pp", + "shortName": "Protection" + }, + { + "class": "Druid", + "name": "Circle of Conflagration", + "subclassFeatures": [ + [ + { + "name": "Circle of Conflagration", + "entries": [ + "When a druid's forest burns down, there are an occasional few who find a newfound power awakened by the inferno. These druids find within themselves an inner fire that fills them with burning passion and allows them to become frightening wielders of magical fire. Like the wildfire, they burn away the old and dead so that new life can spring up from the ashes.", + { + "type": "entries", + "name": "Circle of Conflagration Spells", + "entries": [ + "Your connection to the destructive power of nature grants you access to certain spells. At 2nd level, you learn the {@spell control flames|xge} cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Conflagration Spells table.", + "Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", + { + "type": "table", + "caption": "Circle of Conflagration Spells", + "colLabels": [ + "Druid Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "3rd", + "{@spell flaming sphere}, {@spell pyrotechnics|xge}" + ], + [ + "5th", + "{@spell fireball}, {@spell gaseous form}" + ], + [ + "7th", + "{@spell freedom of movement}, {@spell wall of fire}" + ], + [ + "9th", + "{@spell flame strike}, {@spell immolation|xge}" + ] + ] + } + ] + } + ] + } + ], + [ + { + "type": "entries", + "name": "Fire from Within", + "entries": [ + "Starting at 2nd level, you can use your bonus action to expend a spell slot to allow the fire burning within you to emerge as a glowing flame that surrounds your body for 1 minute, or until you are incapacitated. The flame casts bright light for 15 feet and dim light for an additional 15 feet. You can choose the color of the flame and the color of the light that it casts.", + "Thile this flame burns, whenever a creature within 15 feet of you that you can see casts a spell or makes an attack against you or an ally, you can use your reaction to make a Constitution saving throw against your spell save DC or take {@dice 1d6} fire damage per level of the spell slot expended and be ignited. An ignited creature takes 1d6 fire damage at the start of each of its turns until they or another creature douses the fire as an action, or they move more than 15 feet away from you." + ] + } + ], + [ + { + "type": "entries", + "name": "Eye of the Inferno", + "entries": [ + "Starting at 6th level, the fire that burns deep within your eyes allows you to see through fire and smoke. You can see through an area heavily obscured by smoke or fire as though it were only lightly obscured, provided that the smoke or fire is natural or originates from a spell you are casting." + ] + } + ], + [ + { + "type": "entries", + "name": "Beast of Disaster", + "entries": [ + "Starting at 10th level, whenever you transform using your Wild Shape feature, your beast shape gains the following benefits.", + { + "type": "list", + "items": [ + "While you are transformed your beast shape has twice its normal maximum hit points and you gain immunity to fire damage.", + "Once per turn, when you roll damage for an attack while in beast shape you can add an additional {@dice 3d6} fire damage to the damage roll." + ] + } + ] + } + ], + [ + { + "type": "entries", + "name": "Ashes of Life", + "entries": [ + "Starting at 14th level, whenever a fire you have lit is extinguished, new plant life begins to grow.", + "If the extinguished fire was on the ground or an object, grasses and flowers begin sprouting after 8 hours. If an ignited creature is extinguished, plants immediately begin to grow around them, reducing their movement speed by 15 feet until they or another creature removes the plants as an action.", + "In addition, as a bonus action you can extinguish a 15-foot-wide cube of fire that you can see within 60 feet of you." + ] + } + ] + ], + "source": "CoA 3pp", + "shortName": "Conflagration" + }, + { + "class": "Druid", + "name": "Circle of the Primeval Guardian", + "subclassFeatures": [ + [ + { + "name": "Circle of the Primeval Guardian", + "type": "entries", + "entries": [ + "Druids who join the circle of the Primeval Guardian are avowed protectors of the natural world. The druids of this circle can enlarge themselves, their allies, and the natural world to terrifying effect. These Druids' guardian form grants them the ability to transform into a giant tree-like creature that slowly lumbers through the battlefield striking foes with long branches.", + { + "type": "entries", + "name": "Primeval Guardian Spells", + "entries": [ + "You channel ancient spirits, granting you access to certain spells. At 2nd level, you learn the thorn whip cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Primeval Guardian Spells table.", + "Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you", + { + "type": "table", + "caption": "Primeval Guardian Spells", + "colLabels": [ + "Druid Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "3rd", + "{@spell enlarge/reduce}, {@spell spike growth}" + ], + [ + "5th", + "{@spell plant growth}, {@spell speak with plants}" + ], + [ + "7th", + "{@spell giant insect}, {@spell grasping vine}" + ], + [ + "9th", + "{@spell flame strike}, {@spell wrath of nature|xge}" + ] + ] + } + ] + } + ] + } + ], + [ + { + "name": "Guardian Form", + "type": "entries", + "entries": [ + "Starting at 3rd level, when you use your Wild Shape feature, instead of transforming, you can attune to a guardian spirit for a number of hours equal to half your druid level (rounded down).", + "While you are attuned in this manner, as a bonus action, you can assume a tree-like guardian form, which lasts until you end it as a bonus action, until you are incapacitated, or until you use your Wild Shape again. You undergo the following changes while in your guardian form:", + { + "type": "list", + "items": [ + "Your size becomes Large, unless you were larger.", + "Any speed you have becomes 5 feet, unless the speed was lower.", + "Your reach increases by 5 feet unless your reach was already increased in another way.", + "You are constantly under the effects of the {@i {@spell barkskin}} spell.", + "Once during each of your turns, you can deal an additional {@dice 1d8} bludgeoning damage to one creature you hit with a melee weapon attack or a melee spell attack. This damage increases to {@dice 2d8} at 10th level." + ] + } + ] + } + ], + [ + { + "name": "Resilient Form", + "type": "Entries", + "entries": [ + "At 6th level, you gain the following benefits.", + "You gain a number of temporary hit points at the start of each of your turns while in your guardian form. The number equals half your druid level. When the form ends, you lose any temporary hit points you have from it.", + "Your hit point maximum and current hit points increase by 2 per druid level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum." + ] + } + ], + [ + { + "name": "Rooted Defense", + "type": "entries", + "entries": [ + "Starting at 10th level, while you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.", + "In addition, you can cast the {@spell spike growth} spell targeting yourself to turn the difficult terrain around you into spiked ground for the duration of the spell. Your allies can pass through the spiked terrain without being harmed." + ] + } + ], + [ + { + "name": "Guardian Aura", + "type": "entries", + "entries": [ + "Starting at 14th level, when any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your druid level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs." + ] + } + ] + ], + "source": "CoA 3pp", + "shortName": "Primeval Guardian" + } + ] }