[{"data":1,"prerenderedAt":2468},["ShallowReactive",2],{"spell-suggestion":3,"classes":48,"subclasses":1144},{"id":4,"title":5,"attack_save":6,"casting_time":7,"casting_time_reaction_description":8,"casting_time_unit":9,"components":10,"components_material_description":13,"conditions":14,"content":16,"damage_types":17,"duration_time":18,"duration_time_unit":19,"duration_type":20,"effects":21,"excerpt":23,"extension":24,"is_ritual":25,"link":26,"meta":27,"slug":28,"source":29,"spell_area_type":31,"spell_area_value":8,"spell_id":32,"spell_level":33,"spell_lists":34,"spell_range_distance":42,"spell_range_type":43,"spell_scaling":31,"spell_school":44,"stem":45,"thumbnail":8,"type":46,"__hash__":47},"spells\u002Fapi\u002Fspells\u002Fsuggestion.json","Suggestion",null,"1","","Action",[11,12],"V","M","a drop of honey",[15],"Charmed","\u003Cp>You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.”\u003C\u002Fp>\u003Cp>The target must succeed on a Wisdom saving throw or have the \u003Cspan data-tooltip-key=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Ffree-rules\u002Frules-glossary#CharmedCondition\">Charmed\u003C\u002Fspan> condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.\u003C\u002Fp>",[],"8","Hour","Concentration",[22],"Control","You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the [&hellip;]","json",false,"https:\u002F\u002Fwww.dndbeyond.com\u002Fspells\u002F2619101-suggestion",{},"suggestion",[30],"phb","None",1398,"2",[35,36,37,38,39,40,41],239,382,537,556,605,594,631,30,"Ranged","Enchantment","api\u002Fspells\u002Fsuggestion","spell","GF39tZXUIBs4o0IqoMNZMN9QqSSh7KRO9KdMp4wYI3Q",[49,112,178,365,475,571,599,647,684,716,763,816,841,883,927,1009,1055,1088],{"id":50,"title":51,"armor_proficiencies":52,"class_features":56,"class_id":73,"content":74,"excerpt":75,"extension":24,"feature_table_custom_json":76,"feature_table_spellcasting_json":77,"hit_point_die":78,"link":79,"meta":80,"primary_abilities":81,"saving_throw_proficiencies":83,"skill_proficiencies":85,"skill_proficiencies_count":93,"slug":94,"source":95,"spell_list":97,"starting_equipment":98,"stem":99,"subclasses":100,"summary":106,"thumbnail":8,"tool_proficiencies":107,"type":108,"weapon_proficiencies":109,"__hash__":111},"classes\u002Fapi\u002Fclasses\u002Fartificer.json","Artificer",[53,54,55],"Light Armor","Medium Armor","Shields",[57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72],665,206,212,213,214,220,1870,1871,1872,1873,1874,1875,1876,1877,1878,1879,1867,"\u003Cp>Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.\u003C\u002Fp>","Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.","{\"columns\":[{\"title\":\"Plans Known\",\"data\":[\"\",\"4\",\"4\",\"4\",\"4\",\"5\",\"5\",\"5\",\"5\",\"6\",\"6\",\"6\",\"6\",\"7\",\"7\",\"7\",\"7\",\"8\",\"8\",\"8\"]},{\"title\":\"Magic Items\",\"data\":[\"\",\"2\",\"2\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"5\",\"5\",\"5\",\"5\",\"6\",\"6\",\"6\"]},{\"title\":\"Cantrips\",\"data\":[\"2\",\"2\",\"2\",\"2\",\"2\",\"2\",\"2\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\"]},{\"title\":\"Prepared Spells\",\"data\":[\"2\",\"3\",\"4\",\"5\",\"6\",\"6\",\"7\",\"7\",\"9\",\"9\",\"10\",\"10\",\"11\",\"11\",\"12\",\"12\",\"14\",\"14\",\"15\",\"15\"]}]}","{\"columns\":[{\"title\":\"1\",\"data\":[\"2\",\"2\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\"]},{\"title\":\"2\",\"data\":[\"\",\"\",\"\",\"\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\"]},{\"title\":\"3\",\"data\":[\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\"]},{\"title\":\"4\",\"data\":[\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"1\",\"1\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\"]},{\"title\":\"5\",\"data\":[\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"1\",\"1\",\"2\",\"2\"]}]}","d8","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2656866-artificer",{},[82],"Intelligence",[84,82],"Constitution",[86,87,88,89,90,91,92],"Arcana","History","Investigation","Medicine","Nature","Perception","Sleight of Hand",2,"artificer",[96],"efota",[],"Choose A or B: (A) Studded Leather Armor, Dagger, Thieves’ Tools, Tinker’s Tools, Dungeoneer’s Pack, and 16 GP; or (B) 150 GP","api\u002Fclasses\u002Fartificer",[101,102,103,104,105],1880,1890,1900,1907,1914,"Masters of Invention","Thieves’ Tools, Tinker’s Tools, and one type of Artisan’s Tools of your choice","class",[110],"Simple Weapons","U0CPqR2mUE_CAZ2OuX1BsOuqC0Sw08JiXh2XZrkx8Z4",{"id":113,"title":114,"armor_proficiencies":115,"class_features":116,"class_id":148,"content":149,"excerpt":150,"extension":24,"feature_table_custom_json":151,"feature_table_spellcasting_json":8,"hit_point_die":152,"link":153,"meta":154,"primary_abilities":155,"saving_throw_proficiencies":157,"skill_proficiencies":158,"skill_proficiencies_count":93,"slug":163,"source":164,"spell_list":166,"starting_equipment":167,"stem":168,"subclasses":169,"summary":174,"thumbnail":8,"tool_proficiencies":8,"type":108,"weapon_proficiencies":175,"__hash__":177},"classes\u002Fapi\u002Fclasses\u002Fbarbarian.json","Barbarian",[53,54,55],[57,58,59,60,61,62,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147],199,200,201,202,203,205,207,208,209,210,211,215,216,217,218,219,221,1850,1851,1852,1853,1854,1855,1856,1857,1858,1859,1860,1861,1862,1863,188,"\u003Cp>Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.\u003C\u002Fp>\u003Cp>Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.\u003C\u002Fp>\u003Cp>Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those under their protection don’t have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.\u003C\u002Fp>","Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil. Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others [&hellip;]","{\"columns\":[{\"title\":\"Rages\",\"data\":[\"2\",\"2\",\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"5\",\"5\",\"5\",\"5\",\"5\",\"6\",\"6\",\"6\",\"6\"]},{\"title\":\"Rage Damage\",\"data\":[\"+2\",\"+2\",\"+2\",\"+2\",\"+2\",\"+2\",\"+2\",\"+2\",\"+3\",\"+3\",\"+3\",\"+3\",\"+3\",\"+3\",\"+3\",\"+4\",\"+4\",\"+4\",\"+4\",\"+4\"]},{\"title\":\"Weapon Mastery\",\"data\":[\"2\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\"]}]}","d12","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190875-barbarian",{},[156],"Strength",[156,84],[159,160,161,90,91,162],"Animal Handling","Athletics","Intimidation","Survival","barbarian",[165],"br",[],"Choose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP","api\u002Fclasses\u002Fbarbarian",[170,171,172,173],194,222,228,233,"A Fierce Warrior of Primal Rage",[110,176],"Martial Weapons","esuPjvrDu7MrVrYBIaLNtWyGmfjAAuVg0ICPmJwB6zc",{"id":179,"title":180,"armor_proficiencies":181,"class_features":182,"class_id":35,"content":192,"excerpt":193,"extension":24,"feature_table_custom_json":194,"feature_table_spellcasting_json":195,"hit_point_die":78,"link":196,"meta":197,"primary_abilities":198,"saving_throw_proficiencies":200,"skill_proficiencies":202,"skill_proficiencies_count":210,"slug":211,"source":212,"spell_list":213,"starting_equipment":354,"stem":355,"subclasses":356,"summary":361,"thumbnail":8,"tool_proficiencies":362,"type":108,"weapon_proficiencies":363,"__hash__":364},"classes\u002Fapi\u002Fclasses\u002Fbard.json","Bard",[53],[57,58,59,60,61,62,183,184,185,186,187,188,189,190,191,134],242,243,244,245,247,248,249,250,251,"\u003Cp>Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to harness those words, which transcend any language.\u003C\u002Fp>\u003Cp>Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things, including performing music, working magic, and making jests.\u003C\u002Fp>\u003Cp>A Bard’s life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards’ depth of knowledge and mastery of magic sets them apart.\u003C\u002Fp>","Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to harness those words, which transcend any [&hellip;]","{\"columns\":[{\"title\":\"Bardic Die\",\"data\":[\"d6\",\"d6\",\"d6\",\"d6\",\"d8\",\"d8\",\"d8\",\"d8\",\"d8\",\"d10\",\"d10\",\"d10\",\"d10\",\"d10\",\"d12\",\"d12\",\"d12\",\"d12\",\"d12\",\"d12\"]},{\"title\":\"Cantrips\",\"data\":[\"2\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\"]},{\"title\":\"Prepared Spells\",\"data\":[\"4\",\"5\",\"6\",\"7\",\"9\",\"10\",\"11\",\"12\",\"14\",\"15\",\"16\",\"16\",\"17\",\"17\",\"18\",\"18\",\"19\",\"20\",\"21\",\"22\"]}]}","{\"columns\":[{\"title\":\"1\",\"data\":[\"2\",\"3\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\"]},{\"title\":\"2\",\"data\":[\"\",\"\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\"]},{\"title\":\"3\",\"data\":[\"\",\"\",\"\",\"\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\"]},{\"title\":\"4\",\"data\":[\"\",\"\",\"\",\"\",\"\",\"\",\"1\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\"]},{\"title\":\"5\",\"data\":[\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"1\",\"2\",\"2\",\"2\",\"2\",\"2\",\"2\",\"2\",\"2\",\"3\",\"3\",\"3\"]},{\"title\":\"6\",\"data\":[\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"1\",\"1\",\"1\",\"1\",\"1\",\"1\",\"1\",\"1\",\"2\",\"2\"]},{\"title\":\"7\",\"data\":[\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"1\",\"1\",\"1\",\"1\",\"1\",\"1\",\"1\",\"2\"]},{\"title\":\"8\",\"data\":[\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"1\",\"1\",\"1\",\"1\",\"1\",\"1\"]},{\"title\":\"9\",\"data\":[\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"1\",\"1\",\"1\",\"1\"]}]}","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190876-bard",{},[199],"Charisma",[201,199],"Dexterity",[203,159,86,160,204,87,205,161,88,89,90,91,206,207,208,92,209,162],"Acrobatics","Deception","Insight","Performance","Persuasion","Religion","Stealth",3,"bard",[165],[214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,265,266,267,268,269,270,271,272,32,273,274,275,276,277,278,279,280,281,282,283,284,285,286,287,288,289,290,291,292,293,294,295,296,297,298,299,300,301,302,303,304,305,306,307,308,309,310,311,312,313,314,315,316,317,318,319,320,321,322,323,324,325,326,327,328,329,330,331,332,333,334,335,336,337,338,339,340,341,342,343,344,345,346,347,348,349,350,351,352,353],974,1143,1217,1273,1281,1296,1297,1302,1336,1392,1423,1434,1438,813,964,986,995,996,1002,1142,1152,1156,1160,1192,1195,1243,1247,1257,1258,1279,1376,1378,1383,1415,1425,1436,184,814,978,983,993,1140,1154,1182,1183,1186,1244,1250,1263,1266,1270,1276,1278,1286,1304,1321,1364,1369,1375,1458,971,991,1159,1194,1196,1226,1254,1269,1288,1291,1314,1328,1327,1366,1380,1384,1385,1394,1428,985,1003,1111,1155,1215,1216,1230,1239,1277,1322,1330,817,963,1167,1171,1220,1231,1249,1267,1289,1305,1307,1325,1346,1347,1362,1365,1413,1419,1457,1190,1199,1233,1246,1292,1318,1340,1433,1187,1213,1303,1310,1312,1331,1337,1341,1351,1355,1412,1418,827,970,1166,1224,1299,1334,1214,1332,1333,1338,1431,"Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP","api\u002Fclasses\u002Fbard",[357,358,359,360],241,257,261,267,"An Inspiring Performer of Music, Dance, and Magic","Choose 3 Musical Instruments",[110],"cksQDX_3EdKByiy3CDRNJ-BglVN4cae1EPAgoBAkL9s",{"id":366,"title":367,"armor_proficiencies":368,"class_features":369,"class_id":378,"content":379,"excerpt":380,"extension":24,"feature_table_custom_json":381,"feature_table_spellcasting_json":195,"hit_point_die":78,"link":382,"meta":383,"primary_abilities":384,"saving_throw_proficiencies":386,"skill_proficiencies":387,"skill_proficiencies_count":93,"slug":388,"source":389,"spell_list":390,"starting_equipment":465,"stem":466,"subclasses":467,"summary":472,"thumbnail":8,"tool_proficiencies":8,"type":108,"weapon_proficiencies":473,"__hash__":474},"classes\u002Fapi\u002Fclasses\u002Fcleric.json","Cleric",[53,54,55],[57,58,59,60,61,62,370,371,372,373,374,375,376,377,134],277,278,279,281,282,283,284,285,275,"\u003Cp>Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.\u003C\u002Fp>\u003Cp>Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer Planes.\u003C\u002Fp>\u003Cp>Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.\u003C\u002Fp>","Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes. Because their power is a divine gift, [&hellip;]","{\"columns\":[{\"title\":\"Channel Divinity\",\"data\":[\"\",\"2\",\"2\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"4\",\"4\",\"4\"]},{\"title\":\"Cantrips\",\"data\":[\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\"]},{\"title\":\"Prepared Spells\",\"data\":[\"4\",\"5\",\"6\",\"7\",\"9\",\"10\",\"11\",\"12\",\"14\",\"15\",\"16\",\"16\",\"17\",\"17\",\"18\",\"18\",\"19\",\"20\",\"21\",\"22\"]}]}","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190877-cleric",{},[385],"Wisdom",[385,199],[87,205,89,207,208],"cleric",[165],[391,217,219,392,393,394,395,396,397,228,398,231,399,233,400,234,401,402,239,403,404,405,406,407,250,408,252,253,409,257,410,411,261,264,266,412,413,272,414,415,273,416,417,418,274,275,419,420,276,278,279,421,283,422,423,424,425,287,289,426,292,427,428,429,430,431,432,433,298,434,301,435,436,437,438,439,440,308,309,441,442,311,312,315,316,318,443,444,445,324,446,447,448,326,449,450,330,451,452,453,331,454,455,336,339,340,341,456,457,458,459,460,461,462,463,350,464],1234,1354,1359,1382,1421,1427,1454,975,1137,1151,1153,1235,1261,1343,1345,1360,1371,835,1130,1200,1221,1335,1344,1390,1445,816,961,968,1136,1146,1282,1294,1342,1353,1357,1389,1447,836,960,966,1131,1147,1161,1232,1395,990,997,1128,1158,1207,1238,1262,1401,973,1138,1212,1240,1242,1324,1409,1455,1115,1164,1204,1326,824,1132,1173,1251,1410,834,1219,1290,1432,"Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP","api\u002Fclasses\u002Fcleric",[468,469,470,471],276,291,297,303,"A Miraculous Priest of Divine Power",[110],"-Gk_zPVGVUQ8AzpRawlvzldqJ0Enfp9tehezLeJPPeA",{"id":476,"title":477,"armor_proficiencies":478,"class_features":479,"class_id":490,"content":491,"excerpt":492,"extension":24,"feature_table_custom_json":493,"feature_table_spellcasting_json":195,"hit_point_die":78,"link":494,"meta":495,"primary_abilities":496,"saving_throw_proficiencies":497,"skill_proficiencies":498,"skill_proficiencies_count":93,"slug":499,"source":500,"spell_list":501,"starting_equipment":560,"stem":561,"subclasses":562,"summary":567,"thumbnail":8,"tool_proficiencies":568,"type":108,"weapon_proficiencies":569,"__hash__":570},"classes\u002Fapi\u002Fclasses\u002Fdruid.json","Druid",[53,55],[57,58,59,60,61,62,480,481,482,483,484,485,486,487,488,489,134],311,312,313,314,316,318,319,320,321,322,310,"\u003Cp>Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.\u003C\u002Fp>\u003Cp>Revering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles.\u003C\u002Fp>\u003Cp>Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.\u003C\u002Fp>","Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to [&hellip;]","{\"columns\":[{\"title\":\"Wild Shape\",\"data\":[\"\",\"2\",\"2\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\"]},{\"title\":\"Cantrips\",\"data\":[\"2\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\"]},{\"title\":\"Prepared Spells\",\"data\":[\"4\",\"5\",\"6\",\"7\",\"9\",\"10\",\"11\",\"12\",\"14\",\"15\",\"16\",\"16\",\"17\",\"17\",\"18\",\"18\",\"19\",\"20\",\"21\",\"22\"]}]}","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190878-druid",{},[385],[82,385],[159,86,205,89,90,91,208,162],"druid",[165],[502,503,391,219,220,504,505,392,506,394,223,507,224,227,229,399,233,234,401,508,237,509,510,239,511,512,243,404,405,246,248,250,251,408,513,514,409,515,257,258,410,516,517,518,260,261,264,265,266,519,520,413,521,522,417,523,524,420,276,525,278,422,285,286,423,425,526,290,527,528,427,529,530,293,295,531,532,431,433,533,534,297,298,535,536,300,537,301,303,435,538,539,540,541,305,542,543,544,438,308,309,442,312,315,545,318,546,547,548,324,549,448,326,550,450,551,552,553,454,333,455,339,554,341,555,343,344,457,458,556,460,557,349,558,559,464],1172,1176,1329,1339,1372,1422,1185,1211,1227,1255,1265,967,969,1145,1206,1208,1236,1308,1319,1388,1400,982,1112,1175,1379,1406,1446,1451,976,1123,1125,1165,1203,1223,1228,1256,1396,1405,1440,818,998,1108,1117,1352,1430,1443,1120,1209,1313,1429,1444,1450,1356,815,1260,1435,1368,1397,"Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP","api\u002Fclasses\u002Fdruid",[563,564,565,566],324,329,335,341,"A Nature Priest of Primal Power","Herbalism Kit",[110],"cCH5Ulo-qdC6GD4ShXMXOTqFP2k45xzAjW5JVvtNsRQ",{"id":572,"title":573,"armor_proficiencies":574,"class_features":575,"class_id":579,"content":580,"excerpt":581,"extension":24,"feature_table_custom_json":493,"feature_table_spellcasting_json":195,"hit_point_die":78,"link":8,"meta":582,"primary_abilities":583,"saving_throw_proficiencies":584,"skill_proficiencies":585,"skill_proficiencies_count":93,"slug":586,"source":587,"spell_list":589,"starting_equipment":560,"stem":590,"subclasses":591,"summary":595,"thumbnail":8,"tool_proficiencies":596,"type":108,"weapon_proficiencies":597,"__hash__":598},"classes\u002Fapi\u002Fclasses\u002Fdruid-wc5e.json","Druid [WC5e]",[53,55],[58,59,60,61,62,57,480,576,577,578],848,886,887,844,"\u003Cp>Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature’s raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines, or ensnaring them in unrelenting cyclones. Druids can also direct this power to heal wounds and restore life to fallen allies.\u003C\u002Fp>\u003Cp>They are deeply in tune with the animal spirits of Azeroth. As master shapeshifters, druids can take on the forms of a variety of beasts, morphing into a bear, cat, creatures of water, and creatures of air with ease. This flexibility allows them to fill different roles during their adventures, tearing enemies to shreds one minute and surveying the battlefield from the sky the next. These keepers of the natural order are among the most versatile heroes in Azeroth, and they must be prepared to adjust to new challenges on a moment’s notice.\u003C\u002Fp>\u003Ch3 class=\"wp-block-heading\">Shapeshifts\u003C\u002Fh3>\u003Ch4 class=\"wp-block-heading\">Aquatic Form\u003C\u002Fh4>\u003Cp>\u003Cem>Medium size\u003C\u002Fem>\u003C\u002Fp>\u003Cp>\u003Cstrong>Armor Class\u003C\u002Fstrong> 12 + Dexterity modifier\u003Cbr>\u003Cstrong>Speed\u003C\u002Fstrong> 0 ft., swim 50 ft.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Blindsight.\u003C\u002Fem>\u003C\u002Fstrong> You gain blindsight 60 ft.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Travel Pace.\u003C\u002Fem>\u003C\u002Fstrong> When you travel for 1 hour or more, your total travel pace is doubled (see chapter 8 of the Player&#8217;s Handbook for more information about travel pace).\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Water Breathing.\u003C\u002Fem>\u003C\u002Fstrong> You can breathe only underwater.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\">Actions\u003C\u002Fh5>\u003Cp>\u003Cstrong>\u003Cem>Bite.\u003C\u002Fem>\u003C\u002Fstrong> Melee Weapon Attack: Reach 5 ft., one target.\u003Cbr>\u003Cem>Hit:\u003C\u002Fem> (1d8 + modifier) piercing damage.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Bear Form\u003C\u002Fh4>\u003Cp>\u003Cem>Large size\u003C\u002Fem>\u003C\u002Fp>\u003Cp>\u003Cstrong>Armor Class\u003C\u002Fstrong> 12 + Dexterity and Constitution modifier\u003Cbr>\u003Cstrong>Speed\u003C\u002Fstrong> 40 ft., climb 30 ft.\u003C\u002Fp>\u003Cp>\u003Cem>\u003Cstrong>Keen Smell.\u003C\u002Fstrong>\u003C\u002Fem> You have advantage on Wisdom (Perception) checks that rely on smell.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Charge.\u003C\u002Fem>\u003C\u002Fstrong> If you move at least 20 feet straight toward a target and then hits with a weapon attack on the same turn, the creature takes an extra 1d8 damage. If the target is a creature, it must succeed on a Strength saving throw (DC 8 + Str modifier + proficiency). On a failed save, the creature is knocked prone.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\">Actions\u003C\u002Fh5>\u003Cp>\u003Cstrong>\u003Cem>Bite.\u003C\u002Fem>\u003C\u002Fstrong> \u003Cem>Melee Weapon Attack:\u003C\u002Fem> Reach 5 ft., one target.\u003Cbr>\u003Cem>Hit:\u003C\u002Fem> (1d8 + modifier) piercing damage.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Claw.\u003C\u002Fem>\u003C\u002Fstrong> \u003Cem>Melee Weapon Attack:\u003C\u002Fem> Reach 5 ft., one target.\u003Cbr>\u003Cem>Hit:\u003C\u002Fem> (1d12 + modifier) slashing damage.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Cat Form\u003C\u002Fh4>\u003Cp>\u003Cem>Medium size\u003C\u002Fem>\u003C\u002Fp>\u003Cp>\u003Cstrong>Armor Class\u003C\u002Fstrong> 12 + Dexterity modifier\u003Cbr>\u003Cstrong>Speed\u003C\u002Fstrong> 40 ft., climb 40 ft.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Darkvision.\u003C\u002Fem>\u003C\u002Fstrong> You gain darkvision 60 ft.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Keen Smell.\u003C\u002Fem>\u003C\u002Fstrong> You have advantage on Wisdom (Perception)\u003Cbr>checks that rely on smell.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Pounce.\u003C\u002Fem>\u003C\u002Fstrong> If you move at least 20 feet straight toward a creature right before hitting it with a weapon attack, the creature must succeed on a Strength saving throw (DC 8 Dex modifier + proficiency). On a failed save, the creature is knocked prone and the next attack you make before the end of your turn deals an extra 2d6 damage.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Multiattack.\u003C\u002Fem>\u003C\u002Fstrong> When you take the Attack action to make a weapon attack, you can use a bonus action to attack with a different weapon.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\">Actions\u003C\u002Fh5>\u003Cp>\u003Cstrong>\u003Cem>Bite.\u003C\u002Fem>\u003C\u002Fstrong> \u003Cem>Melee Weapon Attack\u003C\u002Fem>: Reach 5 ft., one target.\u003Cbr>\u003Cem>Hit:\u003C\u002Fem> (1d6 + modifier) piercing damage.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Claw.\u003C\u002Fem>\u003C\u002Fstrong> \u003Cem>Melee Weapon Attack\u003C\u002Fem>: Reach 5 ft., one target.\u003Cbr>\u003Cem>Hit:\u003C\u002Fem> (1d8 + modifier) slashing damage.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Flight Form\u003C\u002Fh4>\u003Cp>\u003Cem>Large size\u003C\u002Fem>\u003C\u002Fp>\u003Cp>\u003Cstrong>Armor Class\u003C\u002Fstrong> 12 + Dexterity modifier\u003Cbr>\u003Cstrong>Speed\u003C\u002Fstrong> 10 ft., 70 ft.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Flyby.\u003C\u002Fem>\u003C\u002Fstrong> You don&#8217;t provoke opportunity attacks when you fly out of an enemy&#8217;s reach.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Keen Sight.\u003C\u002Fem>\u003C\u002Fstrong> You have advantage on Wisdom (Perception) checks that rely on sight.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Travel Pace.\u003C\u002Fem>\u003C\u002Fstrong> When you travel for 1 hour or more, your total travel pace is doubled (see chapter 8 of the Player&#8217;s Handbook for more information about travel pace).\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\">Actions\u003C\u002Fh5>\u003Cp>\u003Cem>\u003Cstrong>Beak\u003C\u002Fstrong>. Melee Weapon Attack:\u003C\u002Fem> Reach 5 ft., one target.\u003Cbr>\u003Cem>Hit:\u003C\u002Fem> (1d10 + modifier) piercing damage.\u003Cbr>\u003Cem>\u003Cstrong>Talon\u003C\u002Fstrong>. Melee Weapon Attack:\u003C\u002Fem> Reach 5 ft., one target.\u003Cbr>\u003Cem>Hit:\u003C\u002Fem> (1d4 + modifier) slashing damage.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Moonkin Form\u003C\u002Fh4>\u003Cp>\u003Cem>Medium size\u003C\u002Fem>\u003C\u002Fp>\u003Cp>\u003Cstrong>Armor Class\u003C\u002Fstrong> 12 + Dexterity modifier\u003Cbr>\u003Cstrong>Speed\u003C\u002Fstrong> 30 ft.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Darkvision.\u003C\u002Fem>\u003C\u002Fstrong> You gain darkvision 60 ft.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Keen Sight.\u003C\u002Fem>\u003C\u002Fstrong> You have advantage on Wisdom (Perception) checks that rely on sight.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Spellcasting.\u003C\u002Fem>\u003C\u002Fstrong> You can cast druid spells and perform their spell components while in this shape. Whenever you cast a druid spell that deals damage, you may reroll one die. You must use the new roll.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\">Actions\u003C\u002Fh5>\u003Cp>\u003Cem>\u003Cstrong>Beak\u003C\u002Fstrong>. Melee Weapon Attack:\u003C\u002Fem> Reach 5 ft., one target.\u003Cbr>\u003Cem>Hit:\u003C\u002Fem> (1d10 + modifier) piercing damage.\u003Cbr>\u003Cem>\u003Cstrong>Talon\u003C\u002Fstrong>. Melee Weapon Attack:\u003C\u002Fem> Reach 5 ft., one target.\u003Cbr>\u003Cem>Hit:\u003C\u002Fem> (1d4 + modifier) slashing damage.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Travel Form\u003C\u002Fh4>\u003Cp>\u003Cem>Large size\u003C\u002Fem>\u003C\u002Fp>\u003Cp>\u003Cstrong>Armor Class\u003C\u002Fstrong> 12 + Dexterity modifier\u003Cbr>\u003Cstrong>Speed\u003C\u002Fstrong> 50 ft.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Steady Mount.\u003C\u002Fem>\u003C\u002Fstrong> Any creature mounted on your back have advantage on Dexterity saving throws to remain seated.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Travel Pace.\u003C\u002Fem>\u003C\u002Fstrong> When you travel for 1 hour or more, your total travel pace is doubled (see chapter 8 of the Player&#8217;s Handbook for more information about travel pace).\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\">Actions\u003C\u002Fh5>\u003Cp>\u003Cstrong>\u003Cem>Gore.\u003C\u002Fem>\u003C\u002Fstrong> Melee Weapon Attack: Reach 5 ft., one target.\u003Cbr>\u003Cem>Hit:\u003C\u002Fem> (1d6 + modifier) slashing damage.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Treant Form\u003C\u002Fh4>\u003Cp>\u003Cem>Medium size\u003C\u002Fem>\u003C\u002Fp>\u003Cp>\u003Cstrong>Armor Class\u003C\u002Fstrong> 12 + Dexterity modifier\u003Cbr>\u003Cstrong>Speed\u003C\u002Fstrong> 30 ft.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>False Appearance.\u003C\u002Fem>\u003C\u002Fstrong> While you remains motionless, you have advantage on Dexterity (Stealth) checks.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Plant Whisper.\u003C\u002Fem>\u003C\u002Fstrong> You can question plants about events within the past day, gaining information about creatures that have passed, weather, and other circumstances.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Spellcasting.\u003C\u002Fem>\u003C\u002Fstrong> You can cast druid spells and perform their spell components while in this shape. When you restore hit points to a creature through a druid spell and roll a natural 1 on a die, you may change its result to a 2.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\">Actions\u003C\u002Fh5>\u003Cp>\u003Cstrong>\u003Cem>Claw.\u003C\u002Fem>\u003C\u002Fstrong> Melee Weapon Attack: Reach 5 ft., one target.\u003Cbr>\u003Cem>Hit:\u003C\u002Fem> (1d6 + modifier) slashing damage.\u003C\u002Fp>\u003Cp>\u003C\u002Fp>\u003Ch3 class=\"wp-block-heading\">Wild Affinities\u003C\u002Fh3>\u003Cp>If a wild affinity has prerequisites, you must meet them to learn it. You can learn the affinity at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Beast Speech\u003C\u002Fh4>\u003Cp>You can cast \u003Cem>speak with animals\u003C\u002Fem> at will, without expending a spell slot.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Celestial Alignment\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: 5th level, Path of Balance\u003C\u002Fem>\u003Cbr>While shapeshifted as a moonkin, you may use either roll when you reroll a damage die.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Combat Shapeshifting\u003C\u002Fh4>\u003Cp>You are able to shapeshift as a bonus action on your turn.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Cultivate\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: 11th level, Path of Restoration\u003C\u002Fem>\u003Cbr>While shapeshifted as a treant, whenever you restore hit points to a creature, that creature also gains temporary hit points equal to your Wisdom modifier.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Displacer Beast\u003C\u002Fh4>\u003Cp>You can expend a spell slot of 2nd-level or higher to cast the misty step spell. When you do so, you reappear in the unoccupied space as an available shapeshift of your choice. \u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Feral.\u003C\u002Fem>\u003C\u002Fstrong> You can use this affinity once, without expending a spell slot. You can&#8217;t do so again until you finish a short rest.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Feline Momentum\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: 9th level\u003C\u002Fem>\u003Cbr>While shapeshifted as a cat, you can move along vertical surfaces on your turn without falling during the move. You fall if you end your turn on a vertical surface.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Feral Swiftness\u003C\u002Fh4>\u003Cp>While shapeshifted, you can take the dash action as a bonus action. This has no effect in moonkin or treant form.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Flourish\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Path of Restoration\u003C\u002Fem>\u003Cbr>Once per turn when you roll hit dice for your Rejuvenation feature, you may reroll one of the dice and use either roll.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Germination\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: 7th level, Path of Restoration\u003C\u002Fem>\u003Cbr>Whenever you use Rejuvenation, you can expend a spell slot of 1st-level or higher to choose a second target within range and divide the hit points restored between the targets. This does not change the effect of Rejuvenation. \u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>At Higher Levels.\u003C\u002Fem>\u003C\u002Fstrong> You can choose an additional target\u003Cbr>for each slot level above 1st.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Growl\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Path of Feral\u003C\u002Fem>\u003Cbr>While shapeshifted, you can expend a spell slot to cast the compelled duel spell.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Leader of the Pack\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: 4th level\u003C\u002Fem>\u003Cbr>Any creature within 60 feet of you are also affected by the Travel Pace feature of your shapeshifts as long as you are not incapacitated.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Lunar Downpour\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Path of Balance, lunar strike cantrip\u003C\u002Fem>\u003Cbr>When you hit a target with lunar strike while shapeshifted as a moonkin, the targets movement speed is reduced by 10 feet until the start of your next turn.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Mark of Ursoc\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Path of Feral\u003C\u002Fem>\u003Cbr>While shapeshifted as a bear, you can expend a spell slot to cast the enlarge effect of the enlarge\u002Freduce spell on yourself. You can&#8217;t do so again until you finish a long rest.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Mighty Bash\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Path of Feral, 5th level\u003C\u002Fem>\u003Cbr>When you hit another creature with a melee weapon attack while shapeshifted, you can attempt to stun it. The target must succeed on a Constitution saving throw against your druid spell save DC or be stunned until the end of your next turn. You can&#8217;t do so again until you finish a short rest.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Nine Lives \u002F Flap\u003C\u002Fh4>\u003Cp>While shapeshifted as cat or moonkin, you can use your reaction to give yourself the benefits of a feather fall spell until the end of your turn. You can&#8217;t do so again until you finish a short rest.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Nature&#8217;s Focus\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: 11th level, Path of Balance or Restoration\u003C\u002Fem>\u003Cbr>While shapeshifted as a moonkin or treant, you add your Wisdom modifier to any Constitution saving throws you make to maintain your concentration.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Primal Fury\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: 5th level\u003C\u002Fem>\u003Cbr>While shapeshifted, you have a +1 bonus to your melee weapon attack and damage rolls.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Prowl\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Path of Feral\u003C\u002Fem>\u003Cbr>While shapeshifted, you can expend a spell slot to cast the invisibility spell on yourself. You can&#8217;t do so again until you finish a long rest.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>At Higher Levels.\u003C\u002Fem>\u003C\u002Fstrong> You can choose an additional creature\u003Cbr>within 15 feet of you for each slot level above 1st.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Renewal\u003C\u002Fh4>\u003Cp>While shapeshifted, you can expend a spell slot of 1st-level or higher to cast the cure wounds spell on yourself. \u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>At Higher Levels.\u003C\u002Fem>\u003C\u002Fstrong> When you use this affinity using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Skull Bash\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: 5th level\u003C\u002Fem>\u003Cbr>While shapeshifted, you can cast counterspell once using a spell slot, but only as a touch spell. You can&#8217;t do so again until you finish a long rest.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Solar Drift\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Path of Balance, solar wrath cantrip\u003C\u002Fem>\u003Cbr>When you cast solar wrath while shapeshifted as a moonkin, the range of the spell increases to 120 feet.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Stampeding Roar\u003C\u002Fh4>\u003Cp>While shapeshifted, you can expend a spell slot of 1st-level or higher and choose any number of creatures within 60 feet of you, each creature have its base movement speed increased by 10 feet until the end of your next turn.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>At Higher Levels.\u003C\u002Fem>\u003C\u002Fstrong> The movement speed increases by 10\u003Cbr>feet for each slot level above 2nd.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Sunfire\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Path of Balance, solar wrath cantrip\u003C\u002Fem>\u003Cbr>When you hit a target with solar wrath while shapeshifted as a moonkin, the target must succeed on a Constitution saving throw against your spell save DC or be blinded until the start of its next turn.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Survival Instincts\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Path of Feral\u003C\u002Fem>\u003Cbr>While shapeshifted as a bear, when you are reduced to 0 hit points by an attack or spell but not outright killed, you can drop to 1 hit point instead. You can&#8217;t do so again until you finish a long rest.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Thick Hide\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: 5th level\u003C\u002Fem>\u003Cbr>While shapeshifted, you add +1 to your Armor Class.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Tranquil Mind\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: 11th level, Path of Restoration\u003C\u002Fem>\u003Cbr>While shapeshifted as a treant, you are no longer slowed down by tranquility and can use your full movement.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Twin Moons\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: 7th level, Path of Balance, lunar strike cantrip\u003C\u002Fem>\u003Cbr>When you cast lunar strike while shapeshifted as a moonkin, you can choose two targets even if they are not within 5 feet of each other. Both targets still needs to be within the spell&#8217;s range.\u003C\u002Fp>\u003Ch4 class=\"wp-block-heading\">Ursol&#8217;s Favor\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Path of Feral\u003C\u002Fem>\u003Cbr>You can use Mark of Ursol a number of times equal to your Wisdom modifier, instead of twice. You regain all spent uses after finishing a short or long rest.\u003C\u002Fp>","Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature’s raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines, or ensnaring them in unrelenting cyclones. Druids can also direct this power to heal wounds and restore [&hellip;]",{},[385],[82,385],[159,86,205,89,90,91,208,162],"druid-wc5e",[588],"wc5e",[],"api\u002Fclasses\u002Fdruid-wc5e",[592,593,594],853,861,868,"A Protector of Nature and Live","Herbalism kit",[110],"ssan3A2OED4zmQIx0SZ5qH7q-ei-Hn7iVEWZGf5Ba3s",{"id":600,"title":601,"armor_proficiencies":602,"class_features":604,"class_id":625,"content":626,"excerpt":627,"extension":24,"feature_table_custom_json":628,"feature_table_spellcasting_json":8,"hit_point_die":629,"link":630,"meta":631,"primary_abilities":632,"saving_throw_proficiencies":633,"skill_proficiencies":634,"skill_proficiencies_count":93,"slug":635,"source":636,"spell_list":637,"starting_equipment":638,"stem":639,"subclasses":640,"summary":644,"thumbnail":8,"tool_proficiencies":8,"type":108,"weapon_proficiencies":645,"__hash__":646},"classes\u002Fapi\u002Fclasses\u002Ffighter.json","Fighter",[53,54,603,55],"Heavy Armor",[57,605,606,607,608,609,610,62,611,612,613,614,123,615,616,617,618,619,620,621,622,623,624,134],1043,1044,1045,1046,1047,1048,347,348,349,351,354,355,356,357,358,359,1039,1038,1041,1042,346,"\u003Cp>Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.\u003C\u002Fp>\u003Cp>Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants.\u003C\u002Fp>","Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it. Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for [&hellip;]","{\"columns\":[{\"title\":\"Second Wind\",\"data\":[\"2\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\"]},{\"title\":\"Weapon Mastery\",\"data\":[\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"6\",\"6\",\"6\",\"6\",\"6\"]}]}","d10","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190879-fighter",{},[156,201],[156,84],[203,159,160,87,205,161,91,207,162],"fighter",[165],[],"Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP","api\u002Fclasses\u002Ffighter",[641,642,643,36],360,367,375,"A Master of All Arms and Armor",[110,176],"Pv3JVWAWFIaafrRgdrmcEGf1sHGyRnl7EHPEhhlcjdI",{"id":648,"title":649,"armor_proficiencies":650,"class_features":651,"class_id":664,"content":665,"excerpt":666,"extension":24,"feature_table_custom_json":667,"feature_table_spellcasting_json":77,"hit_point_die":629,"link":8,"meta":668,"primary_abilities":669,"saving_throw_proficiencies":670,"skill_proficiencies":671,"skill_proficiencies_count":210,"slug":672,"source":673,"spell_list":674,"starting_equipment":675,"stem":676,"subclasses":677,"summary":681,"thumbnail":8,"tool_proficiencies":8,"type":108,"weapon_proficiencies":682,"__hash__":683},"classes\u002Fapi\u002Fclasses\u002Fhunter-wc5e.json","Hunter [WC5e]",[53,54],[58,59,60,61,57,62,652,653,654,655,656,657,658,659,660,661,662,663,134],473,1007,1008,1009,478,480,1011,493,481,483,484,485,1006,"\u003Cp>From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters. As masters of their environment, hunters are able to slip like ghosts through the trees and lay traps in the paths of their enemies. These expert marksman drop foes dead in their tracks with flawless shots from a bow, crossbow or rifle. With the ability to wield two weapons simultaneously, hunters can unleash a flurry of blows against anyone unfortunate enough to stumble into close combat with them.\u003C\u002Fp>\u003Cp>The art of survival is central to the isolated life of a hunter. Hunters track beasts with ease and enhance their own abilities by attuning themselves to the feral aspects of various creatures. Hunters are known for the lifelong bonds they form with animals of the wild, training great hawks, cats, bears, and many other beasts to fight alongside them.\u003C\u002Fp>","From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters. As masters of their environment, hunters are able to slip like ghosts through the trees and lay traps in the paths of their enemies. These expert [&hellip;]","{\"columns\":[{\"title\":\"Favored Enemy\",\"data\":[\"2\",\"2\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"5\",\"5\",\"5\",\"5\",\"6\",\"6\",\"6\",\"6\"]},{\"title\":\"Prepared Spells\",\"data\":[\"2\",\"3\",\"4\",\"5\",\"6\",\"6\",\"7\",\"7\",\"9\",\"9\",\"10\",\"10\",\"11\",\"11\",\"12\",\"12\",\"14\",\"14\",\"15\",\"15\"]}]}",{},[201,385],[156,201],[159,160,205,88,90,91,209,162],"hunter-wc5e",[588],[],"Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP","api\u002Fclasses\u002Fhunter-wc5e",[678,679,680],1013,1017,1019,"Masters of the Wilds",[110,176],"iMU73SrRWOM4F9jdmwAhEM7R9jRIXMxORRLeRVL1hlU",{"id":685,"title":686,"armor_proficiencies":687,"class_features":688,"class_id":695,"content":696,"excerpt":697,"extension":24,"feature_table_custom_json":698,"feature_table_spellcasting_json":195,"hit_point_die":699,"link":8,"meta":700,"primary_abilities":701,"saving_throw_proficiencies":702,"skill_proficiencies":703,"skill_proficiencies_count":93,"slug":704,"source":705,"spell_list":706,"starting_equipment":707,"stem":708,"subclasses":709,"summary":713,"thumbnail":8,"tool_proficiencies":8,"type":108,"weapon_proficiencies":714,"__hash__":715},"classes\u002Fapi\u002Fclasses\u002Fmage-wc5e.json","Mage [WC5e]",[],[58,59,60,61,57,62,689,690,691,692,693,694],843,851,850,856,638,639,840,"\u003Cp>Mages are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the leylines of magic that permeates Azeroth, mages cast spells of explosive fire, arcing lightning, and subtle deception. Their magic can conjure monsters from other planes of existence, or catch a glimpse the future. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals across continents.\u003C\u002Fp>\u003Ch3 class=\"wp-block-heading\" id=\"MetamagicOptions\">Metamagic Options\u003C\u002Fh3>\u003Cp>The following options are available to your \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#Level2Metamagic\">Metamagic feature\u003C\u002Fa>. The options are presented in alphabetical order.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"CarefulSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#CarefulSpell\">\u003C\u002Fa>Careful Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"DistantSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#DistantSpell\">\u003C\u002Fa>Distant Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"EmpoweredSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#EmpoweredSpell\">\u003C\u002Fa>Empowered Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.\u003C\u002Fp>\u003Cp>You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"ExtendedSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#ExtendedSpell\">\u003C\u002Fa>Extended Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.\u003C\u002Fp>\u003Cp>If the affected spell requires \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Ffree-rules\u002Frules-glossary#Concentration\">Concentration\u003C\u002Fa>, you have \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Ffree-rules\u002Frules-glossary#Advantage\">Advantage\u003C\u002Fa> on any saving throw you make to maintain that Concentration.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"HeightenedSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#HeightenedSpell\">\u003C\u002Fa>Heightened Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 2 Sorcery Points\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Ffree-rules\u002Frules-glossary#Disadvantage\">Disadvantage\u003C\u002Fa> on saves against the spell.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"QuickenedSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#QuickenedSpell\">\u003C\u002Fa>Quickened Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 2 Sorcery Points\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"SeekingSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#SeekingSpell\">\u003C\u002Fa>Seeking Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.\u003C\u002Fp>\u003Cp>You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"SubtleSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#SubtleSpell\">\u003C\u002Fa>Subtle Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"TransmutedSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#TransmutedSpell\">\u003C\u002Fa>Transmuted Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"TwinnedSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#TwinnedSpell\">\u003C\u002Fa>Twinned Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell, such as \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fspells\u002F2618964-charm-person\">Charm Person\u003C\u002Fa>, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.\u003C\u002Fp>","Mages are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the leylines of magic that permeates Azeroth, mages cast spells of explosive fire, arcing lightning, and subtle deception. Their magic can conjure monsters from other planes of existence, or catch a glimpse the future. Their mightiest spells change [&hellip;]","{\"columns\":[{\"title\":\"Sorcery Points\",\"data\":[\"\",\"2\",\"3\",\"4\",\"5\",\"6\",\"7\",\"8\",\"9\",\"10\",\"11\",\"12\",\"13\",\"14\",\"15\",\"16\",\"17\",\"18\",\"19\",\"20\"]},{\"title\":\"Cantrips\",\"data\":[\"4\",\"4\",\"4\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"6\",\"6\",\"6\",\"6\",\"6\",\"6\",\"6\",\"6\",\"6\",\"6\",\"6\"]},{\"title\":\"Prepared Spells\",\"data\":[\"2\",\"4\",\"6\",\"7\",\"9\",\"10\",\"11\",\"12\",\"14\",\"15\",\"16\",\"16\",\"17\",\"17\",\"18\",\"18\",\"19\",\"20\",\"21\",\"22\"]}]}","d6",{},[82],[82,385],[86,87,205,88,89,90,208],"mage-wc5e",[588],[],"Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP","api\u002Fclasses\u002Fmage-wc5e",[710,711,712],870,871,873,"A Scholarly Magic-User of Arcane Power",[110],"zq3KYVeuwbAo4Jxg0DbuNlDYjknbG3W8gpeS2ChIjR0",{"id":717,"title":718,"armor_proficiencies":719,"class_features":720,"class_id":739,"content":740,"excerpt":741,"extension":24,"feature_table_custom_json":742,"feature_table_spellcasting_json":8,"hit_point_die":78,"link":743,"meta":744,"primary_abilities":745,"saving_throw_proficiencies":746,"skill_proficiencies":747,"skill_proficiencies_count":93,"slug":748,"source":749,"spell_list":750,"starting_equipment":751,"stem":752,"subclasses":753,"summary":758,"thumbnail":8,"tool_proficiencies":759,"type":108,"weapon_proficiencies":760,"__hash__":762},"classes\u002Fapi\u002Fclasses\u002Fmonk.json","Monk",[],[57,58,59,60,61,62,721,722,723,724,725,726,727,123,728,729,730,731,732,733,734,735,736,737,738,134],389,390,391,392,393,394,396,398,399,400,401,402,403,404,405,406,407,408,388,"\u003Cp>Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.\u003C\u002Fp>\u003Cp>Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.\u003C\u002Fp>\u003Cp>Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.\u003C\u002Fp>\u003Cp>Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.\u003C\u002Fp>","Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense [&hellip;]","{\"columns\":[{\"title\":\"Martial Arts\",\"data\":[\"1d6\",\"1d6\",\"1d6\",\"1d6\",\"1d8\",\"1d8\",\"1d8\",\"1d8\",\"1d8\",\"1d8\",\"1d10\",\"1d10\",\"1d10\",\"1d10\",\"1d10\",\"1d10\",\"1d12\",\"1d12\",\"1d12\",\"1d12\"]},{\"title\":\"Focus Points\",\"data\":[\"\",\"2\",\"3\",\"4\",\"5\",\"6\",\"7\",\"8\",\"9\",\"10\",\"11\",\"12\",\"13\",\"14\",\"15\",\"16\",\"17\",\"18\",\"19\",\"20\"]},{\"title\":\"Unarmored Movement\",\"data\":[\"\",\"+10 ft.\",\"+10 ft.\",\"+10 ft.\",\"+10 ft.\",\"+15 ft.\",\"+15 ft.\",\"+15 ft.\",\"+15 ft.\",\"+20 ft.\",\"+20 ft.\",\"+20 ft.\",\"+20 ft.\",\"+25 ft.\",\"+25 ft.\",\"+25 ft.\",\"+25 ft.\",\"+30 ft.\",\"+30 ft.\",\"+30 ft.\"]}]}","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190880-monk",{},[201,385],[156,201],[203,160,87,205,208,209],"monk",[165],[],"Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP","api\u002Fclasses\u002Fmonk",[754,755,756,757],409,410,421,426,"A Martial Artist of Supernatural Focus","Choose one type of Artisan’s Tools or Musical Instrument",[110,761],"Light Weapons","z0hCed1nIFOw_QwNaAX1QRChK8PL3Gua5CidqaSDVbY",{"id":764,"title":765,"armor_proficiencies":766,"class_features":767,"class_id":780,"content":781,"excerpt":782,"extension":24,"feature_table_custom_json":783,"feature_table_spellcasting_json":77,"hit_point_die":629,"link":784,"meta":785,"primary_abilities":786,"saving_throw_proficiencies":787,"skill_proficiencies":788,"skill_proficiencies_count":93,"slug":789,"source":790,"spell_list":791,"starting_equipment":806,"stem":807,"subclasses":808,"summary":813,"thumbnail":8,"tool_proficiencies":8,"type":108,"weapon_proficiencies":814,"__hash__":815},"classes\u002Fapi\u002Fclasses\u002Fpaladin.json","Paladin",[53,54,603,55],[57,58,59,60,61,62,768,769,770,771,772,123,773,774,775,776,777,778,779,652,134],124,432,434,435,436,439,440,441,442,443,444,445,78,"\u003Cp>Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.\u003C\u002Fp>\u003Cp>Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.\u003C\u002Fp>\u003Cp>Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.\u003C\u002Fp>","Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin’s oath is a powerful bond. It is a source of [&hellip;]","{\"columns\":[{\"title\":\"Channel Divinity\",\"data\":[\"\",\"\",\"2\",\"2\",\"2\",\"2\",\"2\",\"2\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\"]},{\"title\":\"Prepared Spells\",\"data\":[\"2\",\"3\",\"4\",\"5\",\"6\",\"6\",\"7\",\"7\",\"9\",\"9\",\"10\",\"10\",\"11\",\"11\",\"12\",\"12\",\"14\",\"14\",\"15\",\"15\"]}]}","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190881-paladin",{},[156,199],[385,199],[160,205,161,89,207,208],"paladin",[165],[398,231,792,233,400,234,401,793,794,240,404,405,795,407,796,797,250,798,411,264,266,799,412,413,800,415,273,417,801,419,802,420,276,525,421,424,425,428,429,430,432,301,803,804,436,805,439,308,309,316,443],999,1162,1163,1363,1424,1456,1198,1287,1373,977,1141,1391,965,1150,"Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP","api\u002Fclasses\u002Fpaladin",[809,810,811,812],111,116,451,459,"A Devout Warrior of Sacred Oaths",[110,176],"YH53Zt-GkJPrqL-pZh9KztJr_nkUjaBnsO5T9MkKZKY",{"id":817,"title":818,"armor_proficiencies":819,"class_features":820,"class_id":823,"content":824,"excerpt":825,"extension":24,"feature_table_custom_json":783,"feature_table_spellcasting_json":77,"hit_point_die":629,"link":8,"meta":826,"primary_abilities":827,"saving_throw_proficiencies":828,"skill_proficiencies":829,"skill_proficiencies_count":93,"slug":830,"source":831,"spell_list":832,"starting_equipment":806,"stem":833,"subclasses":834,"summary":838,"thumbnail":8,"tool_proficiencies":8,"type":108,"weapon_proficiencies":839,"__hash__":840},"classes\u002Fapi\u002Fclasses\u002Fpaladin-wc5e.json","Paladin [WC5e]",[53,54,603,55],[58,59,60,61,57,62,768,769,770,772,123,773,774,775,777,821,822,776,779,652,134],916,917,88,"\u003Cp>To protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world &#8211; this is the call of the paladin.\u003C\u002Fp>\u003Cp>These holy warriors are equipped with plate armor so they can confront the toughest of foes, and the blessing of the Light allows them to heal wounds and, in some cases, even restore life to the dead. Ready to serve, paladins can defend their allies with sword and shield, or they can wield massive two-handed weapons against their enemies. The Light grants paladins additional power against the undead and demons, ensuring that these profane beings corrupt the world no longer.\u003C\u002Fp>\u003Cp>Paladins are not only zealots, but guardians of the righteous, and they bestow blessings on those the Light would shine upon. The Light radiates from paladins, and worthy allies who stand near them are emboldened by its power.\u003C\u002Fp>","To protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world &#8211; this is the call of the paladin. These holy warriors are equipped with plate armor so they can confront the toughest of foes, and the blessing of the Light allows them to heal [&hellip;]",{},[156,199],[385,199],[160,205,161,89,207,208],"paladin-wc5e",[588],[],"api\u002Fclasses\u002Fpaladin-wc5e",[835,836,837],912,913,914,"A Holy Protector of Justice",[110,176],"woovZ8T856nG-KcC5_g0YCk0CSfyzoBmhV6dfPZIgNE",{"id":842,"title":843,"armor_proficiencies":844,"class_features":845,"class_id":853,"content":854,"excerpt":855,"extension":24,"feature_table_custom_json":667,"feature_table_spellcasting_json":77,"hit_point_die":629,"link":856,"meta":857,"primary_abilities":858,"saving_throw_proficiencies":859,"skill_proficiencies":860,"skill_proficiencies_count":210,"slug":861,"source":862,"spell_list":863,"starting_equipment":675,"stem":874,"subclasses":875,"summary":880,"thumbnail":8,"tool_proficiencies":8,"type":108,"weapon_proficiencies":881,"__hash__":882},"classes\u002Fapi\u002Fclasses\u002Franger.json","Ranger",[53,54,55],[57,58,59,60,61,62,846,847,652,848,849,123,656,850,657,660,851,661,662,663,852,134],470,472,474,475,479,482,491,469,"\u003Cp>Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.\u003C\u002Fp>\u003Cp>Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.\u003C\u002Fp>","Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Thanks to their connection with nature, Rangers can also cast spells [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190882-ranger",{},[201,385],[156,201],[159,160,205,88,90,91,209,162],"ranger",[165],[864,227,233,234,401,865,508,509,510,866,867,512,243,246,250,251,513,514,868,515,257,410,518,264,265,266,799,520,413,272,521,522,524,869,420,276,525,870,422,284,285,286,423,425,290,527,528,427,529,532,533,298,536,301,538,539,542,871,309,872,873,546],187,1184,1237,1253,1133,1114,1274,1124,1393,1411,"api\u002Fclasses\u002Franger",[876,877,878,879],486,492,497,504,"A Wandering Warrior Imbued with Primal Magic",[110,176],"6ALJ6Zmrftl5yjd8DHsr-4KgG9uOYQ3gApKiW_qgFUg",{"id":884,"title":885,"armor_proficiencies":886,"class_features":887,"class_id":903,"content":904,"excerpt":905,"extension":24,"feature_table_custom_json":906,"feature_table_spellcasting_json":8,"hit_point_die":78,"link":907,"meta":908,"primary_abilities":909,"saving_throw_proficiencies":910,"skill_proficiencies":911,"skill_proficiencies_count":912,"slug":913,"source":914,"spell_list":915,"starting_equipment":916,"stem":917,"subclasses":918,"summary":922,"thumbnail":8,"tool_proficiencies":923,"type":108,"weapon_proficiencies":924,"__hash__":926},"classes\u002Fapi\u002Fclasses\u002Frogue.json","Rogue",[53],[57,58,59,60,61,62,888,889,890,891,892,893,894,895,896,897,898,899,900,901,902,652,134],513,514,516,517,519,521,522,523,524,525,526,527,528,529,530,511,"\u003Cp>Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.\u003C\u002Fp>\u003Cp>In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows.\u003C\u002Fp>\u003Cp>Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.\u003C\u002Fp>","Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them [&hellip;]","{\"columns\":[{\"title\":\"Sneak Attack\",\"data\":[\"1d6\",\"1d6\",\"2d6\",\"2d6\",\"3d6\",\"3d6\",\"4d6\",\"4d6\",\"5d6\",\"5d6\",\"6d6\",\"6d6\",\"7d6\",\"7d6\",\"8d6\",\"8d6\",\"9d6\",\"9d6\",\"10d6\",\"10d6\"]}]}","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190883-rogue",{},[201],[201,82],[203,160,204,205,161,88,91,207,92,209],4,"rogue",[165],[],"Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP","api\u002Fclasses\u002Frogue",[919,37,920,921],531,543,549,"A Dexterous Expert in Stealth and Subterfuge","Thieves’ Tools",[110,761,925],"Finesse Weapons","Bq4tZ7Das2GN6p6m6Rt54pSajcxEoc-9TDvd_SkyzJk",{"id":928,"title":929,"armor_proficiencies":930,"class_features":931,"class_id":38,"content":936,"excerpt":937,"extension":24,"feature_table_custom_json":698,"feature_table_spellcasting_json":195,"hit_point_die":699,"link":938,"meta":939,"primary_abilities":940,"saving_throw_proficiencies":941,"skill_proficiencies":942,"skill_proficiencies_count":93,"slug":943,"source":944,"spell_list":945,"starting_equipment":999,"stem":1000,"subclasses":1001,"summary":1006,"thumbnail":8,"tool_proficiencies":8,"type":108,"weapon_proficiencies":1007,"__hash__":1008},"classes\u002Fapi\u002Fclasses\u002Fsorcerer.json","Sorcerer",[],[57,58,59,60,61,62,932,933,934,935,134],564,565,566,559,"\u003Cp>Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.\u003C\u002Fp>\u003Cp>Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.\u003C\u002Fp>\u003Cp>Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded.\u003C\u002Fp>\u003Ch3 class=\"wp-block-heading\" id=\"MetamagicOptions\">Metamagic Options\u003C\u002Fh3>\u003Cp>The following options are available to your Metamagic feature. The options are presented in alphabetical order.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"CarefulSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#CarefulSpell\">\u003C\u002Fa>Careful Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"DistantSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#DistantSpell\">\u003C\u002Fa>Distant Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"EmpoweredSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#EmpoweredSpell\">\u003C\u002Fa>Empowered Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.\u003C\u002Fp>\u003Cp>You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"ExtendedSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#ExtendedSpell\">\u003C\u002Fa>Extended Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.\u003C\u002Fp>\u003Cp>If the affected spell requires \u003Cspan data-tooltip-key=\"rules\u002Fconcentration\">Concentration\u003C\u002Fspan>, you have \u003Cspan data-tooltip-key=\"rules\u002Fadvantage\">Advantage\u003C\u002Fspan> on any saving throw you make to maintain that Concentration.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"HeightenedSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#HeightenedSpell\">\u003C\u002Fa>Heightened Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 2 Sorcery Points\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell \u003Cspan data-tooltip-key=\"rules\u002Fdisadvantage\">Disadvantage\u003C\u002Fspan> on saves against the spell.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"QuickenedSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#QuickenedSpell\">\u003C\u002Fa>Quickened Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 2 Sorcery Points\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"SeekingSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#SeekingSpell\">\u003C\u002Fa>Seeking Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.\u003C\u002Fp>\u003Cp>You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"SubtleSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#SubtleSpell\">\u003C\u002Fa>Subtle Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"TransmutedSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#TransmutedSpell\">\u003C\u002Fa>Transmuted Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"TwinnedSpell\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#TwinnedSpell\">\u003C\u002Fa>Twinned Spell\u003C\u002Fh5>\u003Cp>\u003Cem>Cost: 1 Sorcery Point\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast a spell, such as \u003Cspan data-tooltip-key=\"spells\u002Fcharm-person\">Charm Person\u003C\u002Fspan>, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.\u003C\u002Fp>","Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190884-sorcerer",{},[199],[84,199],[86,204,205,161,207,208],"sorcerer",[165],[946,214,947,215,503,948,216,217,218,219,220,949,221,504,222,950,951,952,224,225,953,229,954,230,232,234,235,955,956,238,509,957,511,512,958,959,960,961,244,245,248,962,963,964,252,965,254,255,966,515,256,967,257,258,516,517,518,261,262,263,968,799,969,268,970,269,971,270,271,972,32,973,974,275,975,420,276,277,976,977,978,979,280,980,282,423,526,288,291,292,981,528,427,430,530,293,295,296,533,534,299,537,303,538,982,540,352,304,983,984,543,985,306,310,442,319,320,986,321,547,987,988,989,990,323,549,991,327,550,992,450,330,993,331,994,454,455,337,554,342,995,345,458,556,348,460,462,996,351,997,998],183,987,1202,1300,1349,1374,1381,981,988,1189,1193,1229,1280,1285,1350,1370,1453,192,831,980,1144,1169,1271,1301,1306,1361,1386,1448,979,1134,1205,1210,1218,1241,1275,1437,1439,972,994,1139,1416,829,984,989,1157,1225,1316,1148,1201,1149,1298,1426,1452,"Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP","api\u002Fclasses\u002Fsorcerer",[1002,1003,1004,1005],567,573,580,586,"A Dazzling Mage Filled with Innate Magic",[110],"C-hJW9dRPpWC5mk-xBKp5JkVv76JD3P2Ia7suse4owU",{"id":1010,"title":1011,"armor_proficiencies":1012,"class_features":1013,"class_id":40,"content":1020,"excerpt":1021,"extension":24,"feature_table_custom_json":1022,"feature_table_spellcasting_json":8,"hit_point_die":78,"link":1023,"meta":1024,"primary_abilities":1025,"saving_throw_proficiencies":1026,"skill_proficiencies":1027,"skill_proficiencies_count":93,"slug":1028,"source":1029,"spell_list":1030,"starting_equipment":1046,"stem":1047,"subclasses":1048,"summary":1052,"thumbnail":8,"tool_proficiencies":8,"type":108,"weapon_proficiencies":1053,"__hash__":1054},"classes\u002Fapi\u002Fclasses\u002Fwarlock.json","Warlock",[53],[57,58,59,60,61,62,1014,1015,1016,1017,1018,1019,134],596,597,598,600,601,602,"\u003Cp>Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.\u003C\u002Fp>\u003Cp>Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.\u003C\u002Fp>\u003Cp>Once a pact is made, a Warlock’s thirst for knowledge and power can’t be slaked with mere study. Most Warlocks spend their days pursuing greater power and deeper knowledge, which typically means some kind of adventure.\u003C\u002Fp>\u003Ch3 class=\"wp-block-heading\" id=\"EldritchInvocationOptions\">Eldritch Invocation Options\u003C\u002Fh3>\u003Cp>Eldritch Invocation options appear in alphabetical order.\u003C\u002Fp>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"AgonizingBlast\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#AgonizingBlast\">\u003C\u002Fa>Agonizing Blast\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage\u003C\u002Fem>\u003C\u002Fp>\u003Cp>Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Repeatable.\u003C\u002Fem>\u003C\u002Fstrong> You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"ArmorofShadows\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#ArmorofShadows\">\u003C\u002Fa>Armor of Shadows\u003C\u002Fh4>\u003Cp>You can cast \u003Cspan data-tooltip-key=\"spells\u002Fmage-armor\">Mage Armor\u003C\u002Fspan> on yourself without expending a spell slot.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"AscendantStep\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#AscendantStep\">\u003C\u002Fa>Ascendant Step\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 5+ Warlock\u003C\u002Fem>\u003C\u002Fp>\u003Cp>You can cast \u003Cspan data-tooltip-key=\"spells\u002Flevitate\">Levitate\u003C\u002Fspan> on yourself without expending a spell slot.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"DevilsSight\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#DevilsSight\">\u003C\u002Fa>Devil’s Sight\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 2+ Warlock\u003C\u002Fem>\u003C\u002Fp>\u003Cp>You can see normally in \u003Cspan data-tooltip-key=\"spells\u002Fdim-light\">Dim Light\u003C\u002Fspan> and \u003Cspan data-tooltip-key=\"spells\u002Fdarkness\">Darkness\u003C\u002Fspan>—both magical and nonmagical—within 120 feet of yourself.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"DevouringBlade\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#DevouringBlade\">\u003C\u002Fa>Devouring Blade\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation\u003C\u002Fem>\u003C\u002Fp>\u003Cp>The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"EldritchMind\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#EldritchMind\">\u003C\u002Fa>Eldritch Mind\u003C\u002Fh4>\u003Cp>You have \u003Cspan data-tooltip-key=\"rules\u002Fadvantage\">Advantage\u003C\u002Fspan>i on Constitution saving throws that you make to maintain \u003Cspan data-tooltip-key=\"rules\u002Fconcentration\">Concentration\u003C\u002Fspan>.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"EldritchSmite\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#EldritchSmite\">\u003C\u002Fa>Eldritch Smite\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation\u003C\u002Fem>\u003C\u002Fp>\u003Cp>Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the \u003Cspan data-tooltip-key=\"rules\u002Fprone-condition\">Prone\u003C\u002Fspan> condition if it is Huge or smaller.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"EldritchSpear\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#EldritchSpear\">\u003C\u002Fa>Eldritch Spear\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage\u003C\u002Fem>\u003C\u002Fp>\u003Cp>Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Repeatable.\u003C\u002Fem>\u003C\u002Fstrong> You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"FiendishVigor\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#FiendishVigor\">\u003C\u002Fa>Fiendish Vigor\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 2+ Warlock\u003C\u002Fem>\u003C\u002Fp>\u003Cp>You can cast \u003Cspan data-tooltip-key=\"spells\u002Ffalse-life\">False Life\u003C\u002Fspan> on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the \u003Cspan data-tooltip-key=\"rules\u002Ftemporary-hit-points\">Temporary Hit Points\u003C\u002Fspan>; you automatically get the highest number on the die.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"GazeofTwoMinds\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#GazeofTwoMinds\">\u003C\u002Fa>Gaze of Two Minds\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 5+ Warlock\u003C\u002Fem>\u003C\u002Fp>\u003Cp>You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way.\u003C\u002Fp>\u003Cp>While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"GiftoftheDepths\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#GiftoftheDepths\">\u003C\u002Fa>Gift of the Depths\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 5+ Warlock\u003C\u002Fem>\u003C\u002Fp>\u003Cp>You can breathe underwater, and you gain a Swim Speed equal to your Speed.\u003C\u002Fp>\u003Cp>You can also cast \u003Cspan data-tooltip-key=\"spells\u002Fwater-breathing\">Water Breathing\u003C\u002Fspan> once without expending a spell slot. You regain the ability to cast it in this way again when you finish a \u003Cspan data-tooltip-key=\"rules\u002Flong-rest\">Long Rest\u003C\u002Fspan>.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"GiftoftheProtectors\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#GiftoftheProtectors\">\u003C\u002Fa>Gift of the Protectors\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation\u003C\u002Fem>\u003C\u002Fp>\u003Cp>A new page appears in your \u003Cem>Book of Shadows\u003C\u002Fem> when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).\u003C\u002Fp>\u003Cp>When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a \u003Cspan data-tooltip-key=\"rules\u002Flong-rest\">Long Rest\u003C\u002Fspan>.\u003C\u002Fp>\u003Cp>As a \u003Cspan data-tooltip-key=\"rules\u002Fmagic-action\">Magic\u003C\u002Fspan> action, you can erase a name on the page by touching it.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"InvestmentoftheChainMaster\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#InvestmentoftheChainMaster\">\u003C\u002Fa>Investment of the Chain Master\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation\u003C\u002Fem>\u003C\u002Fp>\u003Cp>When you cast \u003Cspan data-tooltip-key=\"spells\u002Ffind-familiar\">Find Familiar\u003C\u002Fspan>, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Aerial or Aquatic.\u003C\u002Fem>\u003C\u002Fstrong> The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Quick Attack.\u003C\u002Fem>\u003C\u002Fstrong> As a Bonus Action, you can command the familiar to take the \u003Cspan data-tooltip-key=\"rules\u002Fattack-action\">Attack\u003C\u002Fspan> action.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Necrotic or Radiant Damage.\u003C\u002Fem>\u003C\u002Fstrong> Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Your Save DC.\u003C\u002Fem>\u003C\u002Fstrong> If the familiar forces a creature to make a saving throw, it uses your spell save DC.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Resistance.\u003C\u002Fem>\u003C\u002Fstrong> When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"LessonsoftheFirstOnes\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#LessonsoftheFirstOnes\">\u003C\u002Fa>Lessons of the First Ones\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 2+ Warlock\u003C\u002Fem>\u003C\u002Fp>\u003Cp>You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Repeatable.\u003C\u002Fem>\u003C\u002Fstrong> You can gain this invocation more than once. Each time you do so, choose a different Origin feat.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"Lifedrinker\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#Lifedrinker\">\u003C\u002Fa>Lifedrinker\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation\u003C\u002Fem>\u003C\u002Fp>\u003Cp>Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"MaskofManyFaces\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#MaskofManyFaces\">\u003C\u002Fa>Mask of Many Faces\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 2+ Warlock\u003C\u002Fem>\u003C\u002Fp>\u003Cp>You can cast \u003Cspan data-tooltip-key=\"spells\u002Fdisguise-self\">Disguise Self\u003C\u002Fspan> without expending a spell slot.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"MasterofMyriadForms\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#MasterofMyriadForms\">\u003C\u002Fa>Master of Myriad Forms\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 5+ Warlock\u003C\u002Fem>\u003C\u002Fp>\u003Cp>You can cast \u003Cspan data-tooltip-key=\"spells\u002Falter-self\">Alter Self\u003C\u002Fspan> without expending a spell slot.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"MistyVisions\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#MistyVisions\">\u003C\u002Fa>Misty Visions\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 2+ Warlock\u003C\u002Fem>\u003C\u002Fp>\u003Cp>You can cast \u003Cspan data-tooltip-key=\"spells\u002Fsilent-image\">Silent Image\u003C\u002Fspan> without expending a spell slot.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"OnewithShadows\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#OnewithShadows\">\u003C\u002Fa>One with Shadows\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 5+ Warlock\u003C\u002Fem>\u003C\u002Fp>\u003Cp>While you’re in an area of \u003Cspan data-tooltip-key=\"spells\u002Fdim-light\">Dim Light\u003C\u002Fspan> or \u003Cspan data-tooltip-key=\"spells\u002Fdarkness\">Darkness\u003C\u002Fspan>, you can cast \u003Cspan data-tooltip-key=\"spells\u002Finvisibility\">Invisibility\u003C\u002Fspan> on yourself without expending a spell slot.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"OtherworldlyLeap\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#OtherworldlyLeap\">\u003C\u002Fa>Otherworldly Leap\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 2+ Warlock\u003C\u002Fem>\u003C\u002Fp>\u003Cp>You can cast \u003Cspan data-tooltip-key=\"spells\u002Fjump\">Jump\u003C\u002Fspan> on yourself without expending a spell slot.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"PactoftheBlade\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#PactoftheBlade\">\u003C\u002Fa>Pact of the Blade\u003C\u002Fh4>\u003Cp>As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.\u003C\u002Fp>\u003Cp>Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.\u003C\u002Fp>\u003Cp>Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"PactoftheChain\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#PactoftheChain\">\u003C\u002Fa>Pact of the Chain\u003C\u002Fh4>\u003Cp>You learn the \u003Cspan data-tooltip-key=\"spells\u002Ffind-familiar\">Find Familiar\u003C\u002Fspan> spell and can cast it as a \u003Cspan data-tooltip-key=\"rules\u002Fmagic-action\">Magic\u003C\u002Fspan> action without expending a spell slot.\u003C\u002Fp>\u003Cp>When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fmonsters\u002F4775825-imp\">Imp\u003C\u002Fa>, \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fmonsters\u002F4775834-pseudodragon\">Pseudodragon\u003C\u002Fa>, \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fmonsters\u002F4775835-quasit\">Quasit\u003C\u002Fa>, \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fmonsters\u002F4775841-skeleton\">Skeleton\u003C\u002Fa>, \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fmonsters\u002F4775842-slaad-tadpole\">Slaad Tadpole\u003C\u002Fa>, \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fmonsters\u002F4775843-sphinx-of-wonder\">Sphinx of Wonder\u003C\u002Fa>, \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fmonsters\u002F4775845-sprite\">Sprite\u003C\u002Fa>, or \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fmonsters\u002F4775847-venomous-snake\">Venomous Snake\u003C\u002Fa>.\u003C\u002Fp>\u003Cp>Additionally, when you take the \u003Cspan data-tooltip-key=\"rules\u002Fattack-action\">Attack[\u002Fattack] action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"PactoftheTome\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#PactoftheTome\">\u003C\u002Fa>Pact of the Tome\u003C\u002Fh4>\u003Cp>Stitching together strands of shadow, you conjure forth a book in your hand at the end of a \u003Cspan data-tooltip-key=\"rules\u002Fshort-rest\">\u003C\u002Fspan>Short\u003C\u002Fspan> or \u003Cspan data-tooltip-key=\"rules\u002Flong-rest\">Long Rest\u003C\u002Fspan>. This \u003Cem>Book of Shadows\u003C\u002Fem> (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Cantrips and Rituals.\u003C\u002Fem>\u003C\u002Fstrong> When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Spellcasting Focus.\u003C\u002Fem>\u003C\u002Fstrong> You can use the book as a Spellcasting Focus.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"RepellingBlast\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#RepellingBlast\">\u003C\u002Fa>Repelling Blast\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll\u003C\u002Fem>\u003C\u002Fp>\u003Cp>Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Repeatable.\u003C\u002Fem>\u003C\u002Fstrong> You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"ThirstingBlade\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#ThirstingBlade\">\u003C\u002Fa>Thirsting Blade\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation\u003C\u002Fem>\u003C\u002Fp>\u003Cp>You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the \u003Cspan data-tooltip-key=\"rules\u002Fattack-action\">Attack\u003C\u002Fspan> action on your turn.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"VisionsofDistantRealms\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#VisionsofDistantRealms\">\u003C\u002Fa>Visions of Distant Realms\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 9+ Warlock\u003C\u002Fem>\u003C\u002Fp>\u003Cp>You can cast \u003Cspan data-tooltip-key=\"spells\u002Farcane-eye\">Arcane Eye\u003C\u002Fspan> without expending a spell slot.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"WhispersoftheGrave\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#WhispersoftheGrave\">\u003C\u002Fa>Whispers of the Grave\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 7+ Warlock\u003C\u002Fem>\u003C\u002Fp>\u003Cp>You can cast \u003Cspan data-tooltip-key=\"spells\u002Fspeak-with-dead\">Speak with Dead\u003C\u002Fspan> without expending a spell slot.\u003C\u002Fp>\u003C\u002Fdiv>\u003Cdiv class=\"wp-block-group has-global-padding is-layout-constrained wp-block-group-is-layout-constrained\">\u003Ch4 class=\"wp-block-heading\" id=\"WitchSight\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes-continued#WitchSight\">\u003C\u002Fa>Witch Sight\u003C\u002Fh4>\u003Cp>\u003Cem>Prerequisite: Level 15+ Warlock\u003C\u002Fem>\u003C\u002Fp>\u003Cp>You have \u003Cspan data-tooltip-key=\"rules\u002Ftruesight\">Truesight\u003C\u002Fspan> with a range of 30 feet.\u003C\u002Fp>\u003C\u002Fdiv>","Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no [&hellip;]","{\"columns\":[{\"title\":\"Eldritch Invocations\",\"data\":[\"1\",\"3\",\"3\",\"3\",\"5\",\"5\",\"6\",\"6\",\"7\",\"7\",\"7\",\"8\",\"8\",\"8\",\"9\",\"9\",\"9\",\"10\",\"10\",\"10\"]},{\"title\":\"Cantrips\",\"data\":[\"2\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\"]},{\"title\":\"Prepared Spells\",\"data\":[\"2\",\"3\",\"4\",\"5\",\"6\",\"7\",\"8\",\"9\",\"10\",\"10\",\"11\",\"11\",\"12\",\"12\",\"13\",\"13\",\"14\",\"14\",\"15\",\"15\"]},{\"title\":\"Spell Slots\",\"data\":[\"1\",\"2\",\"2\",\"2\",\"2\",\"2\",\"2\",\"2\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\"]},{\"title\":\"Slot Level\",\"data\":[\"1\",\"1\",\"2\",\"2\",\"3\",\"3\",\"4\",\"4\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\"]}]}","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190885-warlock",{},[199],[385,199],[86,204,87,161,88,90,208],"warlock",[165],[214,947,1031,216,218,949,221,504,222,224,396,225,1032,1033,228,229,232,234,955,1034,1035,242,404,246,247,249,962,254,255,966,259,261,262,969,268,970,1036,972,32,975,276,277,977,978,1037,280,421,282,424,527,1038,292,981,430,530,293,296,300,1039,1040,307,310,1041,313,315,318,320,321,987,989,445,323,1042,1043,330,331,994,332,455,344,995,345,346,348,461,349,462,1044,351,353,1045],1174,832,833,1245,1248,1348,1252,1408,1399,1127,1264,1407,1414,1259,1449,"Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP","api\u002Fclasses\u002Fwarlock",[39,1049,1050,1051],611,617,623,"An Occultist Empowered by Otherworldly Pacts",[110],"ygGC68ZivDIzF7jrYsVx_uYTv8LdmidH_uwwBOEkXyw",{"id":1056,"title":1057,"armor_proficiencies":1058,"class_features":1059,"class_id":1069,"content":1070,"excerpt":1071,"extension":24,"feature_table_custom_json":1072,"feature_table_spellcasting_json":8,"hit_point_die":629,"link":8,"meta":1073,"primary_abilities":1074,"saving_throw_proficiencies":1075,"skill_proficiencies":1076,"skill_proficiencies_count":93,"slug":1077,"source":1078,"spell_list":1079,"starting_equipment":638,"stem":1080,"subclasses":1081,"summary":1085,"thumbnail":8,"tool_proficiencies":8,"type":108,"weapon_proficiencies":1086,"__hash__":1087},"classes\u002Fapi\u002Fclasses\u002Fwarrior-wc5e.json","Warrior [WC5e]",[53,54,603,55],[58,59,60,61,57,62,1060,1061,1062,1063,1064,621,616,623,123,1065,1066,1067,1068,134],1030,1031,1032,1037,1040,1070,1071,1072,1073,1026,"\u003Cp>For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons.\u003C\u002Fp>\u003Cp>The warrior’s battle cries embolden friends and leave foes cowering in fear. With legendary precision, warriors target the smallest gaps in armor and slice at hamstrings in a blur of steel. Every dragon slain, corrupted tyrant toppled, and demon banished from Azeroth has trembled in the face of these lords of war.\u003C\u002Fp>\u003Ch3 class=\"wp-block-heading\">Rage Maneuvers\u003C\u002Fh3>\u003Cp>If a rage maneuver has prerequisites, you must meet them to learn it. You can learn the maneuver at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Charge.\u003C\u002Fem>\u003C\u002Fstrong> \u003Cem>Learned with Inner Rage.\u003C\u002Fem> When you take the Dash action and move at least 20 feet toward a target, you can spend 1 rage point and make one weapon attack against it as part of the Dash action, this attack is made with advantage.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Disarm.\u003C\u002Fem>\u003C\u002Fstrong> \u003Cem>Learned with Inner Rage.\u003C\u002Fem> You can spend 2 rage points when you make an attack roll to attempt a disarming strike. If the attack hits, you deal normal weapon damage and the target drops one item of your choice it is holding.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Raging Blow.\u003C\u002Fem>\u003C\u002Fstrong> \u003Cem>Learned with Inner Rage.\u003C\u002Fem> When you roll damage for a melee weapon attack, you can spend 1 or more rage points to reroll 1 damage die for each rage point spend. You must use the new roll.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Berserker Rage.\u003C\u002Fem>\u003C\u002Fstrong> You can use your action and spend 3 rage points to end one effect that is causing you to be charmed or frightened.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Bloodthirst.\u003C\u002Fem>\u003C\u002Fstrong> When you hit a creature with a melee weapon attack, you can spend 3 rage points to bolster yourself in the moment. When done, you gain temporary hit points equal to 1d8 + your Warrior level. These hit points lasts for 1 minute.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Cleave.\u003C\u002Fem>\u003C\u002Fstrong> \u003Cem>Prerequisite: 6th level.\u003C\u002Fem> When you hit a creature with a melee weapon attack, you can spend 4 rage to attempt to cleave another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, roll damage for it as if it was a normal attack.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Deep Wounds.\u003C\u002Fem>\u003C\u002Fstrong> \u003Cem>Prerequisite: 6th level.\u003C\u002Fem> When you hit a creature with a melee weapon attack, you can spend 2 rage points to attempt a deep wound. The target must succeed on a Constitution saving throw or lose 1d4 hit points due to blood loss. The deep wound lasts for 1 minute. At the end of its turn, the target loses another 1d4 hit points. It then makes another Constitution saving throw, ending the bleeding on a successful save.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Execute.\u003C\u002Fem>\u003C\u002Fstrong> \u003Cem>Prerequisite: 6th level.\u003C\u002Fem> When you hit a creature with a melee weapon attack, you can spend 6 rage points to make your attack into a critical hit. This has no effect if the attack roll was already critical.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Forceful Blow.\u003C\u002Fem>\u003C\u002Fstrong> When you hit a creature with a melee weapon attack, you can spend 2 rage points to attempt to force a target back. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 10 feet away from you.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Hamstring.\u003C\u002Fem>\u003C\u002Fstrong> When you hit a creature with a melee weapon attack, you can spend 2 rage points to attempt to knock the target down. If the target is Large or smaller, it must succeed on a Strength saving throw. On a failed save, you knock the target prone.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Ignore Pain.\u003C\u002Fem>\u003C\u002Fstrong> You can use your reaction and spend 3 rage points when hit by a weapon attack to give yourself resistance towards bludgeoning, piercing, and slashing damage until the start of your next turn.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Mortal Strike.\u003C\u002Fem>\u003C\u002Fstrong> When you hit a creature with a melee weapon attack, you can spend 2 rage points to attempt to deliver a mortal blow. The target must succeed on a Constitution saving throw or be unable to have hit points restored until the start of your next turn.\u003C\u002Fp>\u003Cp>\u003Cstrong>\u003Cem>Shield Slam.\u003C\u002Fem>\u003C\u002Fstrong> When you hit a creature with a melee weapon attack, you can spend 2 rage points and use your bonus action to slam the target with your shield, dealing damage equal to 1d4 plus your Strength modifier. To do so, you must be wearing a shield.\u003C\u002Fp>","For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind [&hellip;]","{\"columns\":[{\"title\":\"Rage Reserve\",\"data\":[\"\",\"1\",\"1\",\"2\",\"2\",\"3\",\"3\",\"4\",\"4\",\"5\",\"5\",\"6\",\"6\",\"7\",\"7\",\"8\",\"8\",\"9\",\"9\",\"10\"]},{\"title\":\"Maneuvers Known\",\"data\":[\"\",\"\",\"2\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"4\",\"5\",\"5\",\"5\",\"5\",\"5\"]},{\"title\":\"Weapon Mastery\",\"data\":[\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"6\",\"6\",\"6\",\"6\",\"6\"]}]}",{},[156],[156,84],[203,160,87,205,161,91,207,162],"warrior-wc5e",[588],[],"api\u002Fclasses\u002Fwarrior-wc5e",[1082,1083,1084],1027,1028,1029,"Masters of the Art of Battle",[110,176],"Crb2kWRR54DhKj9TQZ1Hv2Z85I3q9lKieGXwbW1BGLY",{"id":1089,"title":1090,"armor_proficiencies":1091,"class_features":1092,"class_id":41,"content":1098,"excerpt":1099,"extension":24,"feature_table_custom_json":1100,"feature_table_spellcasting_json":195,"hit_point_die":699,"link":1101,"meta":1102,"primary_abilities":1103,"saving_throw_proficiencies":1104,"skill_proficiencies":1105,"skill_proficiencies_count":93,"slug":1106,"source":1107,"spell_list":1108,"starting_equipment":707,"stem":1136,"subclasses":1137,"summary":713,"thumbnail":8,"tool_proficiencies":8,"type":108,"weapon_proficiencies":1142,"__hash__":1143},"classes\u002Fapi\u002Fclasses\u002Fwizard.json","Wizard",[],[57,58,59,60,61,62,1093,1094,1095,1096,1097,693,694,134],632,633,634,635,637,"\u003Cp>Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.\u003C\u002Fp>\u003Cp>Most Wizards share a scholarly approach to magic. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse.\u003C\u002Fp>\u003Cp>The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or pursue lives of crime or domination.\u003C\u002Fp>\u003Cp>But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.\u003C\u002Fp>","Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors from the sky, or open [&hellip;]","{\"columns\":[{\"title\":\"Cantrips\",\"data\":[\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\",\"5\"]},{\"title\":\"Prepared Spells\",\"data\":[\"4\",\"5\",\"6\",\"7\",\"9\",\"10\",\"11\",\"12\",\"14\",\"15\",\"16\",\"16\",\"17\",\"18\",\"19\",\"21\",\"22\",\"23\",\"24\",\"25\"]}]}","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190886-wizard",{},[82],[82,385],[86,87,205,88,89,90,208],"wizard",[165],[946,214,947,215,503,948,216,217,218,219,220,949,221,504,222,950,951,224,396,225,864,953,229,954,230,232,234,235,955,956,238,1109,509,957,511,241,242,512,243,958,959,404,960,961,244,245,247,1110,248,249,962,963,1111,964,408,252,965,254,409,255,966,515,256,967,257,258,517,411,518,261,262,263,968,266,267,799,1112,969,268,970,1113,269,1036,1114,971,270,271,972,32,973,416,274,974,275,975,276,277,278,976,977,978,279,979,280,281,980,421,282,284,1115,423,424,287,526,288,289,291,527,1038,292,981,528,1116,430,530,293,295,531,431,296,433,1117,1118,534,299,300,537,1119,301,1120,1121,1122,302,303,435,538,1039,1123,539,982,540,304,983,436,984,543,544,1040,985,306,307,308,310,1041,311,313,314,1124,315,317,318,319,872,1125,320,986,321,1126,547,322,987,988,989,1127,445,990,1128,323,549,991,325,1129,327,550,992,328,329,1042,450,1043,330,1130,993,331,994,332,333,334,335,455,337,338,554,1131,1132,341,342,456,343,344,1133,457,995,345,556,1134,347,348,460,1135,461,349,462,1044,996,351,352,558,997,353,1045,998],1197,1420,830,1295,1315,1358,1323,828,1188,1191,1268,1309,1311,1317,1403,1320,1404,1441,1129,1170,1283,1442,1367,1377,992,1293,1417,"api\u002Fclasses\u002Fwizard",[1138,1139,1140,1141],640,646,652,658,[110],"lYmRr79C7bfxacSRcmxB8unUr7sJq3xoC8jSokZV5oA",[1145,1167,1187,1208,1228,1250,1270,1291,1311,1332,1352,1370,1390,1411,1429,1442,1464,1484,1505,1525,1545,1565,1584,1604,1623,1642,1661,1680,1700,1720,1741,1761,1783,1804,1824,1842,1860,1880,1901,1923,1939,1958,1978,1998,2018,2034,2054,2074,2092,2112,2131,2151,2170,2190,2203,2222,2242,2260,2277,2297,2310,2330,2350,2370,2391,2410,2430,2449],{"id":1146,"title":1147,"class":1148,"class_features":1149,"content":1156,"excerpt":1157,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1158,"meta":1159,"slug":1160,"source":1161,"spell_list":1162,"stem":1163,"subclass_id":1003,"summary":1164,"thumbnail":8,"type":1165,"__hash__":1166},"subclasses\u002Fapi\u002Fsubclasses\u002Faberrant-sorcery.json","Aberrant Sorcery",[38],[1150,1151,1152,1153,1154,1155],574,575,576,577,578,579,"\u003Cp>An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?\u003C\u002Fp>\u003Cp>Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm’s warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole’s psionic power is yours. However you acquired this power, your mind is aflame with it.\u003C\u002Fp>","An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190884-sorcerer#AberrantSorcery",{},"aberrant-sorcery",[30],[1033,253,256,236,949,1037,287,1117,1039,317,986],"api\u002Fsubclasses\u002Faberrant-sorcery","Wield Unnatural Psionic Power","subclass","RSGom_1wOAV-BC07AQoqD7jKjHSakuymterlAlAMj7g",{"id":1168,"title":1169,"class":1170,"class_features":1171,"content":1177,"excerpt":1178,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1179,"meta":1180,"slug":1181,"source":1182,"spell_list":1183,"stem":1184,"subclass_id":1139,"summary":1185,"thumbnail":8,"type":1165,"__hash__":1186},"subclasses\u002Fapi\u002Fsubclasses\u002Fabjurer.json","Abjurer",[41],[1172,1173,1174,1175,1176],647,648,649,650,651,"\u003Cp>Your study of magic is focused on spells that block, banish, or protect—ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, when locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide against a variety of hostile magic and other attacks.\u003C\u002Fp>","Your study of magic is focused on spells that block, banish, or protect—ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, when locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190886-wizard#Abjurer",{},"abjurer",[30],[],"api\u002Fsubclasses\u002Fabjurer","Shield Companions and Banish Foes","b5SVp-L4yQsCIk1GbNbxPDg3UT6ZDNG4JfYkaZpuGP8",{"id":1188,"title":1189,"class":1190,"class_features":1191,"content":1198,"excerpt":1199,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1200,"meta":1201,"slug":1202,"source":1203,"spell_list":1204,"stem":1205,"subclass_id":101,"summary":1206,"thumbnail":8,"type":1165,"__hash__":1207},"subclasses\u002Fapi\u002Fsubclasses\u002Falchemist.json","Alchemist",[73],[1192,1193,1194,1195,1196,1197],1881,1883,1884,1885,1886,1887,"\u003Cp>An Alchemist is an expert at combining reagents to produce magical effects. Alchemists use their creations to give life and to leech it away.\u003C\u002Fp>","An Alchemist is an expert at combining reagents to produce magical effects. Alchemists use their creations to give life and to leech it away.","http:\u002F\u002Fdnd2024.wikidot.com\u002Fartificer:alchemist",{},"alchemist",[96],[239,960,517,1112,978,283,432,982,984,316],"api\u002Fsubclasses\u002Falchemist","Craft Magic Elixirs and Potions","n-XP-e6WqVVYpjsEEMq_bLlZTd6alWrlDPdIqAY35z8",{"id":1209,"title":1210,"class":1211,"class_features":1212,"content":1220,"excerpt":1221,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":8,"meta":1222,"slug":1223,"source":1224,"spell_list":1225,"stem":1226,"subclass_id":710,"summary":8,"thumbnail":8,"type":1165,"__hash__":1227},"subclasses\u002Fapi\u002Fsubclasses\u002Farcane-wc5e.json","Arcane [WC5e]",[695],[1213,1214,1215,1216,1217,1218,1219],877,880,883,885,889,890,891,"\u003Cp>Mages of the arcane are diviners of secrets, balancing the ebb and flow of incredible mystic energies. These practitioners push their magical knowledge to its very limits. Those who master this craft are capable to manipulate spells on a much more primal level.\u003C\u002Fp>","Mages of the arcane are diviners of secrets, balancing the ebb and flow of incredible mystic energies. These practitioners push their magical knowledge to its very limits. Those who master this craft are capable to manipulate spells on a much more primal level.",{},"arcane-wc5e",[588],[],"api\u002Fsubclasses\u002Farcane-wc5e","mdOdc9vGiSFw8XxzOEXU6ghkBI9BWAtRkyFSk3PeyeI",{"id":1229,"title":1230,"class":1231,"class_features":1232,"content":1238,"excerpt":1239,"extension":24,"feature_table_custom_json":1240,"feature_table_spellcasting_json":1241,"link":1242,"meta":1243,"slug":1244,"source":1245,"spell_list":1246,"stem":1247,"subclass_id":37,"summary":1248,"thumbnail":8,"type":1165,"__hash__":1249},"subclasses\u002Fapi\u002Fsubclasses\u002Farcane-trickster.json","Arcane Trickster",[903],[1233,1234,1235,1236,1237],538,539,540,541,542,"\u003Cp>Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.\u003C\u002Fp>","Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.","{\"columns\":[{\"title\":\"Prepared Spells\",\"data\":[\"\",\"\",\"3\",\"4\",\"4\",\"4\",\"5\",\"6\",\"6\",\"7\",\"8\",\"8\",\"9\",\"10\",\"10\",\"11\",\"11\",\"11\",\"12\",\"13\"]}]}","{\"columns\":[{\"title\":\"1\",\"data\":[\"\",\"\",\"2\",\"3\",\"3\",\"3\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\",\"4\"]},{\"title\":\"2\",\"data\":[\"\",\"\",\"\",\"\",\"\",\"\",\"2\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\",\"3\"]},{\"title\":\"3\",\"data\":[\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"2\",\"2\",\"2\",\"3\",\"3\",\"3\",\"3\",\"3\"]},{\"title\":\"4\",\"data\":[\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"1\",\"1\"]}]}","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190883-rogue#ArcaneTrickster",{},"arcane-trickster",[30],[946,214,947,215,503,948,216,217,218,219,220,949,221,504,222,950,951,224,396,225,864,953,229,954,230,232,234,235,955,956,238,1109,509,957,511,241,242,512,243,958,959,404,960,961,244,245,247,1110,248,249,962,963,1111,964,408,252,965,254,409,255,966,515,256,967,257,258,517,411,518,261,262,263,968,266,267,799,1112,969,268,970,1113,269,1036,1114,971,270,271,972,32,973,416,274,974,275,975,276,277,278,976,977,978,279,979,280,281,980,421,282,284,1115,423,424,287,526,288,289,291,527,1038,292,981,528,1116,430,530,293,295,531,431,296,433,1117,1118,534,299,300,537,1119,301,1120,1121,1122,302,303,435,538,1039,1123,539,982,540],"api\u002Fsubclasses\u002Farcane-trickster","Enhance Stealth with Arcane Spells","fqcK2L3GkJBrvK1EY-4VVg1PmZco8BQgvtE466ptBFw",{"id":1251,"title":1252,"class":1253,"class_features":1254,"content":1260,"excerpt":1261,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1262,"meta":1263,"slug":1264,"source":1265,"spell_list":1266,"stem":1267,"subclass_id":1049,"summary":1268,"thumbnail":8,"type":1165,"__hash__":1269},"subclasses\u002Fapi\u002Fsubclasses\u002Farchfey-patron.json","Archfey Patron",[40],[1255,1256,1257,1258,1259],612,613,614,615,616,"\u003Cp>Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.\u003C\u002Fp>","Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190885-warlock#ArchfeyPatron",{},"archfey-patron",[30],[253,237,970,269,245,974,285,286,533,299,306,319],"api\u002Fsubclasses\u002Farchfey-patron","Bargain with Whimsical Fey","dDaChsPy_zlwiMHEmKOQC68Dm1l4Q2s4zWt2LWfksVE",{"id":1271,"title":1272,"class":1273,"class_features":1274,"content":1281,"excerpt":1282,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1283,"meta":1284,"slug":1285,"source":1286,"spell_list":1287,"stem":1288,"subclass_id":102,"summary":1289,"thumbnail":8,"type":1165,"__hash__":1290},"subclasses\u002Fapi\u002Fsubclasses\u002Farmorer.json","Armorer",[73],[1275,1276,1277,1278,123,1279,1280],1892,1893,1894,1895,1897,1898,"\u003Cp>An Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Armorer’s magic, unleash potent attacks, and generate a formidable defense.\u003C\u002Fp>","An Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Armorer’s magic, unleash potent attacks, and generate a formidable defense.","http:\u002F\u002Fdnd2024.wikidot.com\u002Fartificer:armorer",{},"armorer",[96],[959,248,268,271,280,980,534,299,1124,1126],"api\u002Fsubclasses\u002Farmorer","Craft Magic Armor to Enhance Your Abilities","ZWa_p4buGOOXHrG8LveQAfBTTIX1Xn1-cJEXvDBu69o",{"id":1292,"title":1293,"class":1294,"class_features":1295,"content":1302,"excerpt":1303,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":8,"meta":1304,"slug":1305,"source":1306,"spell_list":1307,"stem":1308,"subclass_id":1083,"summary":1309,"thumbnail":8,"type":1165,"__hash__":1310},"subclasses\u002Fapi\u002Fsubclasses\u002Farms-wc5e.json","Arms [WC5e]",[1069],[1296,1297,1298,1299,1300,1301],1050,1051,1052,1053,1054,1055,"\u003Cp>Arms warriors are forged not in the classroom, tavern, or workshop, but in the dueling pits and on the arena floor. These warriors are patient fighters, exploiting their enemies weakness with sophisticated battle maneuvers.\u003C\u002Fp>","Arms warriors are forged not in the classroom, tavern, or workshop, but in the dueling pits and on the arena floor. These warriors are patient fighters, exploiting their enemies weakness with sophisticated battle maneuvers.",{},"arms-wc5e",[588],[],"api\u002Fsubclasses\u002Farms-wc5e","Master Sophisticated Battle Maneuvers","GoOPyeRo-UzvXQiy8-1AInNOMezr8f5eOMy9BAvi6eM",{"id":1312,"title":1313,"class":1314,"class_features":1315,"content":1322,"excerpt":1323,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1324,"meta":1325,"slug":1326,"source":1327,"spell_list":1328,"stem":1329,"subclass_id":103,"summary":1330,"thumbnail":8,"type":1165,"__hash__":1331},"subclasses\u002Fapi\u002Fsubclasses\u002Fartillerist.json","Artillerist",[73],[1316,1317,1318,1319,1320,1321],1901,1902,1903,1904,1905,1906,"\u003Cp>An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.\u003C\u002Fp>","An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.","http:\u002F\u002Fdnd2024.wikidot.com\u002Fartificer:artillerist",{},"artillerist",[96],[961,248,971,271,976,529,537,540,543,1126],"api\u002Fsubclasses\u002Fartillerist","Wield Destructive Power from Afar","jN31TJMAWh8-0JwPppWhu2JSrwSJ62MwLuGiicmXDew",{"id":1333,"title":1334,"class":1335,"class_features":1336,"content":1342,"excerpt":1343,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1344,"meta":1345,"slug":1346,"source":1347,"spell_list":1348,"stem":1349,"subclass_id":920,"summary":1350,"thumbnail":8,"type":1165,"__hash__":1351},"subclasses\u002Fapi\u002Fsubclasses\u002Fassassin.json","Assassin",[903],[1337,1338,1339,1340,1341],544,545,546,547,548,"\u003Cp>An Assassin’s training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.\u003C\u002Fp>","An Assassin’s training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190883-rogue#Assassin",{},"assassin",[30],[],"api\u002Fsubclasses\u002Fassassin","Practice the Grim Art of Death","kgcc2KzQMOKC6ooFHHcZ8YT2hWX-w6I715pMnPgXXzQ",{"id":1353,"title":1354,"class":1355,"class_features":1356,"content":1362,"excerpt":1363,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":8,"meta":1364,"slug":1365,"source":1366,"spell_list":1367,"stem":1368,"subclass_id":592,"summary":8,"thumbnail":8,"type":1165,"__hash__":1369},"subclasses\u002Fapi\u002Fsubclasses\u002Fbalance-wc5e.json","Balance [WC5e]",[579],[1357,1358,1359,1360,1361],854,855,857,858,859,"\u003Cp>Druids on the Path of Balance become fierce combatants capable of calling upon the forces of nature and the beloved goddess Elune to guide their hand. Many of these druids have a deep connection with the natural world and work to protect it from the many outside threats.\u003C\u002Fp>","Druids on the Path of Balance become fierce combatants capable of calling upon the forces of nature and the beloved goddess Elune to guide their hand. Many of these druids have a deep connection with the natural world and work to protect it from the many outside threats.",{},"balance-wc5e",[588],[],"api\u002Fsubclasses\u002Fbalance-wc5e","t_6FLg6DdD5AMv_zLEi4t54zgwlyjn0w7QYOlHdGFxA",{"id":1371,"title":1372,"class":1373,"class_features":1374,"content":1381,"excerpt":1382,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1383,"meta":1384,"slug":1385,"source":1386,"spell_list":1387,"stem":1388,"subclass_id":642,"summary":1309,"thumbnail":8,"type":1165,"__hash__":1389},"subclasses\u002Fapi\u002Fsubclasses\u002Fbattle-master.json","Battle Master",[625],[1375,1376,1377,1378,1379,1380],369,370,371,372,373,374,"\u003Cp>Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.\u003C\u002Fp>\u003Ch3 class=\"wp-block-heading\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#ManeuverOptions\">\u003C\u002Fa>Maneuver Options\u003C\u002Fh3>\u003Cp>The maneuvers are presented here in alphabetical order.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"Ambush\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#Ambush\">\u003C\u002Fa>Ambush\u003C\u002Fh5>\u003Cp>When you make a Dexterity (\u003Cspan data-tooltip-key=\"rules\u002Fstealth-dexterity-skill\">Stealth\u003C\u002Fspan>) check or an \u003Cspan data-tooltip-key=\"rules\u002Finitiative\">Initiative\u003C\u002Fspan> roll, you can expend one Superiority Die and add the die to the roll, unless you have the \u003Cspan data-tooltip-key=\"rules\u002Fincapacitated-condition\">Incapacitated\u003C\u002Fspan> condition.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"BaitandSwitch\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#BaitandSwitch\">\u003C\u002Fa>Bait and Switch\u003C\u002Fh5>\u003Cp>When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the \u003Cspan data-tooltip-key=\"rules\u002Fincapacitated-condition\">Incapacitated\u003C\u002Fspan> condition. This movement doesn’t provoke \u003Cspan data-tooltip-key=\"rules\u002Fopportunity-attack\">Opportunity Attacks[\u002Ftooltip.\u003C\u002Fp>\u003Cp>Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"CommandersStrike\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#CommandersStrike\">\u003C\u002Fa>Commander’s Strike\u003C\u002Fh5>\u003Cp>When you take the \u003Cspan data-tooltip-key=\"rules\u002Fattack-action\">\u003C\u002Fspan>Attack\u003C\u002Fspan> action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an \u003Cspan data-tooltip-key=\"rules\u002Funarmed-strike\">Unarmed Strike\u003C\u002Fspan>, adding the Superiority Die to the attack’s damage roll on a hit.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"CommandingPresence\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#CommandingPresence\">\u003C\u002Fa>Commanding Presence\u003C\u002Fh5>\u003Cp>When you make a Charisma (\u003Cspan data-tooltip-key=\"rules\u002Fintimidation-charisma-skill\">Intimidation\u003C\u002Fspan>, \u003Cspan data-tooltip-key=\"rules\u002Fperformance-charisma-skill\">Performance\u003C\u002Fspan>, or \u003Cspan data-tooltip-key=\"rules\u002Fpersuasion-charisma-skill\">Persuasion\u003C\u002Fspan>) check, you can expend one Superiority Die and add that die to the roll.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"DisarmingAttack\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#DisarmingAttack\">\u003C\u002Fa>Disarming Attack\u003C\u002Fh5>\u003Cp>When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"DistractingStrike\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#DistractingStrike\">\u003C\u002Fa>Distracting Strike\u003C\u002Fh5>\u003Cp>When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Ffree-rules\u002Frules-glossary#Advantage\">Advantage\u003C\u002Fa> if the attack is made before the start of your next turn.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"EvasiveFootwork\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#EvasiveFootwork\">\u003C\u002Fa>Evasive Footwork\u003C\u002Fh5>\u003Cp>As a Bonus Action, you can expend one Superiority Die and take the \u003Cspan data-tooltip-key=\"rules\u002Fdisengage-action\">Disengage\u003C\u002Fspan> action. You also roll the die and add the number rolled to your AC until the start of your next turn.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"FeintingAttack\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#FeintingAttack\">\u003C\u002Fa>Feinting Attack\u003C\u002Fh5>\u003Cp>As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have \u003Cspan data-tooltip-key=\"rules\u002Fadvantage\">Advantage\u003C\u002Fspan> on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack’s damage roll.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"GoadingAttack\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#GoadingAttack\">\u003C\u002Fa>Goading Attack\u003C\u002Fh5>\u003Cp>When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have \u003Cspan data-tooltip-key=\"rules\u002Fdisadvantage\">Disadvantage\u003C\u002Fspan> on attack rolls against targets other than you until the end of your next turn.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"LungingAttack\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#LungingAttack\">\u003C\u002Fa>Lunging Attack\u003C\u002Fh5>\u003Cp>As a Bonus Action, you can expend one Superiority Die and take the \u003Cspan data-tooltip-key=\"rules\u002Fdash-action\">Dash\u003C\u002Fspan> action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the \u003Cspan data-tooltip-key=\"rules\u002Fattack-action\">Attack\u003C\u002Fspan> action on this turn, you can add the Superiority Die to the attack’s damage roll.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"ManeuveringAttack\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#ManeuveringAttack\">\u003C\u002Fa>Maneuvering Attack\u003C\u002Fh5>\u003Cp>When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an \u003Cspan data-tooltip-key=\"rules\u002Fopportunity-attack\">Opportunity Attacks\u003C\u002Fspan> from the target of your attack.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"MenacingAttack\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#MenacingAttack\">\u003C\u002Fa>Menacing Attack\u003C\u002Fh5>\u003Cp>When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the \u003Cspan data-tooltip-key=\"rules\u002Ffrightened-condition\">Frightened\u003C\u002Fspan> condition until the end of your next turn.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"Parry\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#Parry\">\u003C\u002Fa>Parry\u003C\u002Fh5>\u003Cp>When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"PrecisionAttack\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#PrecisionAttack\">\u003C\u002Fa>Precision Attack\u003C\u002Fh5>\u003Cp>When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"PushingAttack\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#PushingAttack\">\u003C\u002Fa>Pushing Attack\u003C\u002Fh5>\u003Cp>When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"Rally\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#Rally\">\u003C\u002Fa>Rally\u003C\u002Fh5>\u003Cp>As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains \u003Cspan data-tooltip-key=\"rules\u002Ftemporary-hit-points\">Temporary Hit Points\u003C\u002Fspan> equal to the Superiority Die roll plus half your Fighter level (round down).\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"Riposte\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#Riposte\">\u003C\u002Fa>Riposte\u003C\u002Fh5>\u003Cp>When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an \u003Cspan data-tooltip-key=\"rules\u002Funarmed-strike\">Unarmed Strike\u003C\u002Fspan> against the creature. If you hit, add the Superiority Die to the attack’s damage.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"SweepingAttack\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#SweepingAttack\">\u003C\u002Fa>Sweeping Attack\u003C\u002Fh5>\u003Cp>When you hit a creature with a melee attack roll using a weapon or an \u003Cspan data-tooltip-key=\"rules\u002Funarmed-strike\">Unarmed Strike\u003C\u002Fspan>, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"TacticalAssessment\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#TacticalAssessment\">\u003C\u002Fa>Tactical Assessment\u003C\u002Fh5>\u003Cp>When you make an Intelligence (\u003Cspan data-tooltip-key=\"rules\u002Fhistory-intelligence-skill\">History\u003C\u002Fspan> or \u003Cspan data-tooltip-key=\"rules\u002Finvestigation-intelligence-skill\">Investigation\u003C\u002Fspan>) check or a Wisdom (\u003Cspan data-tooltip-key=\"rules\u002Finsight-wisdom-skill\">Insight\u003C\u002Fspan>) check, you can expend one Superiority Die and add that die to the ability check.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\" id=\"TripAttack\">\u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fsources\u002Fdnd\u002Fphb-2024\u002Fcharacter-classes#TripAttack\">\u003C\u002Fa>Trip Attack\u003C\u002Fh5>\u003Cp>When you hit a creature with an attack roll using a weapon or an \u003Cspan data-tooltip-key=\"rules\u002Funarmed-strike\">Unarmed Strike\u003C\u002Fspan>, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the \u003Cspan data-tooltip-key=\"rules\u002Fprone-condition\">Prone\u003C\u002Fspan> condition.\u003C\u002Fp>","Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts. Maneuver Options The maneuvers are presented here in alphabetical order. Ambush When [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190879-fighter#BattleMaster",{},"battle-master",[30],[],"api\u002Fsubclasses\u002Fbattle-master","MmgYhHNWq1JCoNPsX9VAFgXxuuSyOXWTh3NSZc5wRcY",{"id":1391,"title":1392,"class":1393,"class_features":1394,"content":1401,"excerpt":1402,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1403,"meta":1404,"slug":1405,"source":1406,"spell_list":1407,"stem":1408,"subclass_id":104,"summary":1409,"thumbnail":8,"type":1165,"__hash__":1410},"subclasses\u002Fapi\u002Fsubclasses\u002Fbattle-smith.json","Battle Smith",[73],[1395,1396,1397,1398,123,1399,1400],1908,1909,1910,1911,1912,1913,"\u003Cp>A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation.\u003C\u002Fp>","A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation.","http:\u002F\u002Fdnd2024.wikidot.com\u002Fartificer:battle-smith",{},"battle-smith",[96],[240,961,800,415,417,869,429,534,804,312],"api\u002Fsubclasses\u002Fbattle-smith","Command a Construct Guardian","PaFSSswjj6eXZTuHbaCzoGQ_KDra-fBMU4nhN5sB-0U",{"id":1412,"title":1413,"class":1414,"class_features":1415,"content":1419,"excerpt":1420,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1421,"meta":1422,"slug":1423,"source":1424,"spell_list":1425,"stem":1426,"subclass_id":877,"summary":1427,"thumbnail":8,"type":1165,"__hash__":1428},"subclasses\u002Fapi\u002Fsubclasses\u002Fbeast-master.json","Beast Master",[853],[659,1416,1417,1418],494,495,496,"\u003Cp>A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.\u003C\u002Fp>","A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190882-ranger#BeastMaster",{},"beast-master",[30],[],"api\u002Fsubclasses\u002Fbeast-master","Bond with a Primal Beast","uy-IFKkWyS0ddsJiME4QUwE9z4SPn9-9kV5FAfSh4eU",{"id":1430,"title":1431,"class":1432,"class_features":1433,"content":1419,"excerpt":1420,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":8,"meta":1435,"slug":1436,"source":1437,"spell_list":1438,"stem":1439,"subclass_id":678,"summary":1440,"thumbnail":8,"type":1165,"__hash__":1441},"subclasses\u002Fapi\u002Fsubclasses\u002Fbeast-master-wc5e.json","Beast Master [WC5e]",[664],[1416,1417,1418,1434],1025,{},"beast-master-wc5e",[588],[],"api\u002Fsubclasses\u002Fbeast-master-wc5e","Enhance your Primal Companion","4ugAMat4metFqs3fUGmvG4HOTEXO5nT7AYMioAcHaLA",{"id":1443,"title":1444,"class":1445,"class_features":1446,"content":1454,"excerpt":1455,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1456,"meta":1457,"slug":1458,"source":1459,"spell_list":1460,"stem":1461,"subclass_id":105,"summary":1462,"thumbnail":8,"type":1165,"__hash__":1463},"subclasses\u002Fapi\u002Fsubclasses\u002Fcartographer.json","Cartographer",[73],[1447,1448,1449,1450,1451,1452,1453],1915,1916,1918,1919,1920,1921,1922,"\u003Cp>Cartographers are the premier navigators and reconnaissance agents. Using their creations, Cartographers can highlight threats, safeguard allies, and carve portals to distant locations.\u003C\u002Fp>","Cartographers are the premier navigators and reconnaissance agents. Using their creations, Cartographers can highlight threats, safeguard allies, and carve portals to distant locations.","http:\u002F\u002Fdnd2024.wikidot.com\u002Fartificer:cartographer",{},"cartographer",[96],[237,402,239,266,969,523,275,430,301,318,321],"api\u002Fsubclasses\u002Fcartographer","Chart Advantageous Courses through Turmoil","Z2dAyuTpAu67rmx0vl3vd5ggn4G-NuhM-i16DlzZWK4",{"id":1465,"title":1466,"class":1467,"class_features":1468,"content":1474,"excerpt":1475,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1476,"meta":1477,"slug":1478,"source":1479,"spell_list":1480,"stem":1481,"subclass_id":1050,"summary":1482,"thumbnail":8,"type":1165,"__hash__":1483},"subclasses\u002Fapi\u002Fsubclasses\u002Fcelestial-patron.json","Celestial Patron",[40],[1469,1470,1471,1472,1473],618,619,620,621,622,"\u003Cp>Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.\u003C\u002Fp>","Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190885-warlock#CelestialPatron",{},"celestial-patron",[30],[250,233,402,264,217,393,420,425,434,540,309,443],"api\u002Fsubclasses\u002Fcelestial-patron","Call on the Power of the Heavens","AjQSsX42cAOsGeezCQEX1Issrq5ao1Ec7KQQruqp0D0",{"id":1485,"title":1486,"class":1487,"class_features":1488,"content":1495,"excerpt":1496,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1497,"meta":1498,"slug":1499,"source":1500,"spell_list":1501,"stem":1502,"subclass_id":641,"summary":1503,"thumbnail":8,"type":1165,"__hash__":1504},"subclasses\u002Fapi\u002Fsubclasses\u002Fchampion.json","Champion",[625],[1489,1490,1491,1492,1493,1494],361,362,363,364,365,366,"\u003Cp>A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.\u003C\u002Fp>","A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190879-fighter#Champion",{},"champion",[165],[],"api\u002Fsubclasses\u002Fchampion","Pursue Physical Excellence in Combat","DSH3wzkYX1_5zeWPWnNLu8oUZ1TxT-HTSKiIYgtEhmQ",{"id":1506,"title":1507,"class":1508,"class_features":1509,"content":1515,"excerpt":1516,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1517,"meta":1518,"slug":1519,"source":1520,"spell_list":1521,"stem":1522,"subclass_id":563,"summary":1523,"thumbnail":8,"type":1165,"__hash__":1524},"subclasses\u002Fapi\u002Fsubclasses\u002Fcircle-of-the-land.json","Circle of the Land",[490],[1510,1511,1512,1513,1514],323,325,326,327,328,"\u003Cp>The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of their communities.\u003C\u002Fp>","The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of their communities.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190878-druid#CircleoftheLand",{},"circle-of-the-land",[165],[965,953,948,976,530,547,509,261,950,526,537,543,970,951,245,980,298,546,946,960,973,291,303,442],"api\u002Fsubclasses\u002Fcircle-of-the-land","Celebrate Connection to the Natural World","7JKjx1RTzgyhIKpNHbG8ESFRzq0Grc-0DzAzKfhEBKA",{"id":1526,"title":1527,"class":1528,"class_features":1529,"content":1535,"excerpt":1536,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1537,"meta":1538,"slug":1539,"source":1540,"spell_list":1541,"stem":1542,"subclass_id":564,"summary":1543,"thumbnail":8,"type":1165,"__hash__":1544},"subclasses\u002Fapi\u002Fsubclasses\u002Fcircle-of-the-moon.json","Circle of the Moon",[490],[1530,1531,1532,1533,1534],330,331,332,333,334,"\u003Cp>Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.\u003C\u002Fp>\u003Cp>Changeable as the moon, a Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid’s blood.\u003C\u002Fp>","Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals. Changeable as the moon, a Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and then [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190878-druid#CircleoftheMoon",{},"circle-of-the-moon",[30],[233,519,223,524,297,312],"api\u002Fsubclasses\u002Fcircle-of-the-moon","Adopt Animal Forms to Guard the Wilds","fuMBgcCfPoR8VJroQjbrx3paA-F24SgCgBoO5Et4iJo",{"id":1546,"title":1547,"class":1548,"class_features":1549,"content":1555,"excerpt":1556,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1557,"meta":1558,"slug":1559,"source":1560,"spell_list":1561,"stem":1562,"subclass_id":565,"summary":1563,"thumbnail":8,"type":1165,"__hash__":1564},"subclasses\u002Fapi\u002Fsubclasses\u002Fcircle-of-the-sea.json","Circle of the Sea",[490],[1550,1551,1552,1553,1554],336,337,338,339,340,"\u003Cp>Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.\u003C\u002Fp>","Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190878-druid#CircleoftheSea",{},"circle-of-the-sea",[30],[509,518,950,271,248,980,528,431,537,544,310],"api\u002Fsubclasses\u002Fcircle-of-the-sea","Become One with Tides and Storms","fQQa_GjJrOc6LNThrfV8yB1ehhihCLMbYedcYP8H3jg",{"id":1566,"title":1567,"class":1568,"class_features":1569,"content":1574,"excerpt":1575,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1576,"meta":1577,"slug":1578,"source":1579,"spell_list":1580,"stem":1581,"subclass_id":566,"summary":1582,"thumbnail":8,"type":1165,"__hash__":1583},"subclasses\u002Fapi\u002Fsubclasses\u002Fcircle-of-the-stars.json","Circle of the Stars",[490],[1570,1571,1572,1573],342,343,344,345,"\u003Cp>The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.\u003C\u002Fp>","The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190878-druid#CircleoftheStars",{},"circle-of-the-stars",[30],[],"api\u002Fsubclasses\u002Fcircle-of-the-stars","Harness Secrets Hidden in Constellations","l8G5f3KWwUTGw03eoDPqTdHbJ4V1Tx-QVcmlavgAsh8",{"id":1585,"title":1586,"class":1587,"class_features":1588,"content":1594,"excerpt":1595,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1596,"meta":1597,"slug":1598,"source":1599,"spell_list":1600,"stem":1601,"subclass_id":1004,"summary":1602,"thumbnail":8,"type":1165,"__hash__":1603},"subclasses\u002Fapi\u002Fsubclasses\u002Fclockwork-sorcery.json","Clockwork Sorcery",[38],[1589,1590,1591,1592,1593],581,582,583,584,585,"\u003Cp>The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it’s part of a vast and glorious system.\u003C\u002Fp>","The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190884-sorcerer#ClockworkSorcery",{},"clockwork-sorcery",[30],[250,864,264,404,276,423,298,1123,309,1126],"api\u002Fsubclasses\u002Fclockwork-sorcery","Channel Cosmic Forces of Order","6rmo2pugpt7ZSJjXxB1Aw0dmoXhdiHZrEDmjdxiukA8",{"id":1605,"title":1606,"class":1607,"class_features":1608,"content":1613,"excerpt":1614,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1615,"meta":1616,"slug":1617,"source":1618,"spell_list":1619,"stem":1620,"subclass_id":357,"summary":1621,"thumbnail":8,"type":1165,"__hash__":1622},"subclasses\u002Fapi\u002Fsubclasses\u002Fcollege-of-dance.json","College of Dance",[35],[1609,1610,1611,1612],252,253,254,255,"\u003Cp>Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.\u003C\u002Fp>","Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190876-bard#CollegeofDance",{},"college-of-dance",[30],[],"api\u002Fsubclasses\u002Fcollege-of-dance","Move in Harmony with the Cosmos","k0mHlyQuq-YGfS-S8LR0oQav2b_fJnl8F2Mt1AbEnd0",{"id":1624,"title":1625,"class":1626,"class_features":1627,"content":1632,"excerpt":1633,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1634,"meta":1635,"slug":1636,"source":1637,"spell_list":1638,"stem":1639,"subclass_id":358,"summary":1640,"thumbnail":8,"type":1165,"__hash__":1641},"subclasses\u002Fapi\u002Fsubclasses\u002Fcollege-of-glamour.json","College of Glamour",[35],[1628,1629,1630,1631],256,258,259,260,"\u003Cp>The College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.\u003C\u002Fp>","The College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190876-bard#CollegeofGlamour",{},"college-of-glamour",[30],[],"api\u002Fsubclasses\u002Fcollege-of-glamour","Weave Beguiling Fey Magic","Iw-h879-IA3llo23WaGOncseLH1ejvtxL28TLjihhDE",{"id":1643,"title":1644,"class":1645,"class_features":1646,"content":1651,"excerpt":1652,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1653,"meta":1654,"slug":1655,"source":1656,"spell_list":1657,"stem":1658,"subclass_id":359,"summary":1659,"thumbnail":8,"type":1165,"__hash__":1660},"subclasses\u002Fapi\u002Fsubclasses\u002Fcollege-of-lore.json","College of Lore",[35],[1647,1648,1649,1650],262,263,264,265,"\u003Cp>Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college’s members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.\u003C\u002Fp>","Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college’s members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190876-bard#CollegeofLore",{},"college-of-lore",[165],[],"api\u002Fsubclasses\u002Fcollege-of-lore","Plumb the Depths of Magical Knowledge","0_5j1twvG9LHvEudlsep2Mwg0jApo0ad9zfsOEUJDDE",{"id":1662,"title":1663,"class":1664,"class_features":1665,"content":1670,"excerpt":1671,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1672,"meta":1673,"slug":1674,"source":1675,"spell_list":1676,"stem":1677,"subclass_id":360,"summary":1678,"thumbnail":8,"type":1165,"__hash__":1679},"subclasses\u002Fapi\u002Fsubclasses\u002Fcollege-of-valor.json","College of Valor",[35],[1666,1667,1668,1669],266,268,269,270,"\u003Cp>Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn’t pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.\u003C\u002Fp>","Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190876-bard#CollegeofValor",{},"college-of-valor",[30],[],"api\u002Fsubclasses\u002Fcollege-of-valor","Sing the Deeds of Ancient Heroes","oBkoOtfYbqpKiLIgZuYy0Me6kR8HQbfljAaX-PDnpTA",{"id":1681,"title":1682,"class":1683,"class_features":1684,"content":1690,"excerpt":1691,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1692,"meta":1693,"slug":1694,"source":1695,"spell_list":1696,"stem":1697,"subclass_id":1140,"summary":1698,"thumbnail":8,"type":1165,"__hash__":1699},"subclasses\u002Fapi\u002Fsubclasses\u002Fdiviner.json","Diviner",[41],[1685,1686,1687,1688,1689],653,654,655,656,657,"\u003Cp>The counsel of a Diviner is sought by those who want a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.\u003C\u002Fp>","The counsel of a Diviner is sought by those who want a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190886-wizard#Diviner",{},"diviner",[30],[],"api\u002Fsubclasses\u002Fdiviner","Learn the Secrets of the Multiverse","NfeoQtJ895zku12bHha4NvgueMCm0EPMdAfrgwK5guc",{"id":1701,"title":1702,"class":1703,"class_features":1704,"content":1710,"excerpt":1711,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1712,"meta":1713,"slug":1714,"source":1715,"spell_list":1716,"stem":1717,"subclass_id":1002,"summary":1718,"thumbnail":8,"type":1165,"__hash__":1719},"subclasses\u002Fapi\u002Fsubclasses\u002Fdraconic-sorcery.json","Draconic Sorcery",[38],[1705,1706,1707,1708,1709],568,569,570,571,572,"\u003Cp>Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power. Or perhaps you handled a treasure taken from a dragon’s hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.\u003C\u002Fp>","Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power. Or perhaps you handled a treasure taken from a dragon’s hoard that was steeped in draconic [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190884-sorcerer#DraconicSorcery",{},"draconic-sorcery",[165],[963,954,231,967,277,977,1116,293,311,1125],"api\u002Fsubclasses\u002Fdraconic-sorcery","Breathe the Magic of Dragons","cpJFtRiosYnJQpL-20gfOq6zs6KdoClJloXFVeg60a4",{"id":1721,"title":1722,"class":1723,"class_features":1724,"content":1731,"excerpt":1732,"extension":24,"feature_table_custom_json":1240,"feature_table_spellcasting_json":1241,"link":1733,"meta":1734,"slug":1735,"source":1736,"spell_list":1737,"stem":1738,"subclass_id":36,"summary":1739,"thumbnail":8,"type":1165,"__hash__":1740},"subclasses\u002Fapi\u002Fsubclasses\u002Feldritch-knight.json","Eldritch Knight",[625],[1725,1726,1727,1728,1729,1730],376,377,378,379,380,381,"\u003Cp>Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.\u003C\u002Fp>","Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190879-fighter#EldritchKnight",{},"eldritch-knight",[30],[946,214,947,215,503,948,216,217,218,219,220,949,221,504,222,950,951,224,396,225,864,953,229,954,230,232,234,235,955,956,238,1109,509,957,511,241,242,512,243,958,959,404,960,961,244,245,247,1110,248,249,962,963,1111,964,408,252,965,254,409,255,966,515,256,967,257,258,517,411,518,261,262,263,968,266,267,799,1112,969,268,970,1113,269,1036,1114,971,270,271,972,32,973,416,274,974,275,975,276,277,278,976,977,978,279,979,280,281,980,421,282,284,1115,423,424,287,526,288,289,291,527,1038,292,981,528,1116,430,530,293,295,531,431,296,433,1117,1118,534,299,300,537,1119,301,1120,1121,1122,302,303,435,538,1039,1123,539,982,540],"api\u002Fsubclasses\u002Feldritch-knight","Support Combat Skills with Arcane Magic","qASJWI0ukKe3mxgWOuQht85IEziMPreSE_0JboPNc0A",{"id":1742,"title":1743,"class":1744,"class_features":1745,"content":1751,"excerpt":1752,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1753,"meta":1754,"slug":1755,"source":1756,"spell_list":1757,"stem":1758,"subclass_id":1138,"summary":1759,"thumbnail":8,"type":1165,"__hash__":1760},"subclasses\u002Fapi\u002Fsubclasses\u002Fevoker.json","Evoker",[41],[1746,1747,1748,1749,1750],641,642,643,644,645,"\u003Cp>Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.\u003C\u002Fp>","Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190886-wizard#Evoker",{},"evoker",[165],[],"api\u002Fsubclasses\u002Fevoker","Create Explosive Elemental Effects","p-M9IpyM03lhK_BgzFxIlbSsPhx7RWXwu-pAvRtWJBg",{"id":1762,"title":1763,"class":1764,"class_features":1765,"content":1775,"excerpt":1776,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":8,"meta":1777,"slug":1778,"source":1779,"spell_list":1780,"stem":1781,"subclass_id":593,"summary":8,"thumbnail":8,"type":1165,"__hash__":1782},"subclasses\u002Fapi\u002Fsubclasses\u002Fferal-wc5e.json","Feral [WC5e]",[579],[1766,1767,1768,1769,1770,1771,1772,1773,1774],862,863,866,867,869,872,874,875,876,"\u003Cp>Druids on the Path of Feral feels a deeper connection the wilderness and its creatures than other druids, preferring the shape of a ferocious animal above their humanoid self. Feral druids excel at melee combat and uses the full capabilities of their shapeshifts to attack their enemies head on.\u003C\u002Fp>","Druids on the Path of Feral feels a deeper connection the wilderness and its creatures than other druids, preferring the shape of a ferocious animal above their humanoid self. Feral druids excel at melee combat and uses the full capabilities of their shapeshifts to attack their enemies head on.",{},"feral-wc5e",[588],[],"api\u002Fsubclasses\u002Fferal-wc5e","MDs5EURU9tNsGsixibUJXO6kHsFqD_sPXhRvv9mL-C0",{"id":1784,"title":1785,"class":1786,"class_features":1787,"content":1794,"excerpt":1795,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1796,"meta":1797,"slug":1798,"source":1799,"spell_list":1800,"stem":1801,"subclass_id":878,"summary":1802,"thumbnail":8,"type":1165,"__hash__":1803},"subclasses\u002Fapi\u002Fsubclasses\u002Ffey-wanderer.json","Fey Wanderer",[853],[1788,1789,1790,1791,1792,1793],498,499,500,501,502,503,"\u003Cp>A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.\u003C\u002Fp>","A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190882-ranger#FeyWanderer",{},"fey-wanderer",[30],[229,970,527,296,313],"api\u002Fsubclasses\u002Ffey-wanderer","Wield Fey Mirth and Fury","gKNTSOyPGoIopRejbe_DD2S3kLNi-yzJpCn-E67_jzs",{"id":1805,"title":1806,"class":1807,"class_features":1808,"content":1814,"excerpt":1815,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1816,"meta":1817,"slug":1818,"source":1819,"spell_list":1820,"stem":1821,"subclass_id":39,"summary":1822,"thumbnail":8,"type":1165,"__hash__":1823},"subclasses\u002Fapi\u002Fsubclasses\u002Ffiend-patron.json","Fiend Patron",[40],[1809,1810,1811,1812,1813],606,607,608,609,610,"\u003Cp>Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.\u003C\u002Fp>","Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190885-warlock#FiendPatron",{},"fiend-patron",[165],[953,231,971,32,976,291,534,540,308,442],"api\u002Fsubclasses\u002Ffiend-patron","Make a Deal with the Lower Planes","c3c0L2WEjqPDZ296QmBKclBb-oZd-qdFDx443F_6v0w",{"id":1825,"title":1826,"class":1827,"class_features":1828,"content":1834,"excerpt":1835,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":8,"meta":1836,"slug":1837,"source":1838,"spell_list":1839,"stem":1840,"subclass_id":711,"summary":8,"thumbnail":8,"type":1165,"__hash__":1841},"subclasses\u002Fapi\u002Fsubclasses\u002Ffire-wc5e.json","Fire [WC5e]",[695],[1829,1830,1831,1832,1833],892,893,894,895,896,"\u003Cp>While any worthy mage is an unparalleled expert in the use of magic and heavily dedicated to their craft, those who master the forces of fire tend to be a little more audacious than their peers. These mages take pride, even pleasure, in igniting their enemies in wild bursts of flame.\u003C\u002Fp>","While any worthy mage is an unparalleled expert in the use of magic and heavily dedicated to their craft, those who master the forces of fire tend to be a little more audacious than their peers. These mages take pride, even pleasure, in igniting their enemies in wild bursts of flame.",{},"fire-wc5e",[588],[],"api\u002Fsubclasses\u002Ffire-wc5e","vDPoOK2EZI0ftoBEfM9W1NpaLopuuWLMQR6sqyy9p1M",{"id":1843,"title":1844,"class":1845,"class_features":1846,"content":1852,"excerpt":1853,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":8,"meta":1854,"slug":1855,"source":1856,"spell_list":1857,"stem":1858,"subclass_id":712,"summary":8,"thumbnail":8,"type":1165,"__hash__":1859},"subclasses\u002Fapi\u002Fsubclasses\u002Ffrost-wc5e.json","Frost [WC5e]",[695],[1847,1848,1849,1850,1851],898,899,900,901,902,"\u003Cp>Frost mages stand apart from their colleagues, in that their chosen school of magic focuses on maintaining supreme control over the capabilities of their enemies. Mages who command frost perform chilling displays on the battlefield, rendering foes immobile as they bombard them with ice.\u003C\u002Fp>","Frost mages stand apart from their colleagues, in that their chosen school of magic focuses on maintaining supreme control over the capabilities of their enemies. Mages who command frost perform chilling displays on the battlefield, rendering foes immobile as they bombard them with ice.",{},"frost-wc5e",[588],[],"api\u002Fsubclasses\u002Ffrost-wc5e","OUM0UVFHzoGGsis2rtZNtY5TN_e68AFErAYdT3WqOtQ",{"id":1861,"title":1862,"class":1863,"class_features":1864,"content":1871,"excerpt":1872,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":8,"meta":1873,"slug":1874,"source":1875,"spell_list":1876,"stem":1877,"subclass_id":1084,"summary":1878,"thumbnail":8,"type":1165,"__hash__":1879},"subclasses\u002Fapi\u002Fsubclasses\u002Ffury-wc5e.json","Fury [WC5e]",[1069],[1865,1866,1867,1868,1869,1870],1056,1057,1058,1059,1060,1061,"\u003Cp>Fury warriors are among the most feared of combatants. Venturing into the fray with a lust for battle, these warriors disregard their own defense to deliver punishing blows with brute force.\u003C\u002Fp>","Fury warriors are among the most feared of combatants. Venturing into the fray with a lust for battle, these warriors disregard their own defense to deliver punishing blows with brute force.",{},"fury-wc5e",[588],[],"api\u002Fsubclasses\u002Ffury-wc5e","Raging Berserkers","jfB8_rQJP0A7Hf3UskEUkE3jNYpBF9E2w0L1UI-g6Jc",{"id":1881,"title":1882,"class":1883,"class_features":1884,"content":1891,"excerpt":1892,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1893,"meta":1894,"slug":1895,"source":1896,"spell_list":1897,"stem":1898,"subclass_id":879,"summary":1899,"thumbnail":8,"type":1165,"__hash__":1900},"subclasses\u002Fapi\u002Fsubclasses\u002Fgloom-stalker.json","Gloom Stalker",[853],[1885,1886,1887,1888,1889,1890],505,506,507,508,509,510,"\u003Cp>Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.\u003C\u002Fp>","Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190882-ranger#GloomStalker",{},"gloom-stalker",[30],[235,1114,277,299,319],"api\u002Fsubclasses\u002Fgloom-stalker","Draw on Shadow Magic to Fight Your Foes","2SoJ940I_HaIH8kl1HxZdqVEBsyXpQCEEHPMKxhsWBI",{"id":1902,"title":1903,"class":1904,"class_features":1905,"content":1913,"excerpt":1914,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1915,"meta":1916,"slug":1917,"source":1918,"spell_list":1919,"stem":1920,"subclass_id":1051,"summary":1921,"thumbnail":8,"type":1165,"__hash__":1922},"subclasses\u002Fapi\u002Fsubclasses\u002Fgreat-old-one-patron.json","Great Old One Patron",[40],[1906,1907,1908,1909,1910,1911,1912],624,625,626,627,628,629,630,"\u003Cp>When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One might be indifferent to your existence. But the secrets you’ve learned nevertheless allow you to draw strange magic from it.\u003C\u002Fp>","When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190885-warlock#GreatOldOnePatron",{},"great-old-one-patron",[30],[256,236,269,247,275,1037,295,1039,314,986],"api\u002Fsubclasses\u002Fgreat-old-one-patron","Unearth Forbidden Lore of Ineffable Beings","c8PGixvZ4fPSUyuW0MgtRpQoCSBHXoEhVAvyOh_89rI",{"id":1924,"title":1925,"class":1926,"class_features":1927,"content":1931,"excerpt":1932,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":8,"meta":1933,"slug":1934,"source":1935,"spell_list":1936,"stem":1937,"subclass_id":836,"summary":8,"thumbnail":8,"type":1165,"__hash__":1938},"subclasses\u002Fapi\u002Fsubclasses\u002Fholy-wc5e.json","Holy [WC5e]",[823],[1928,1929,1930],453,462,464,"\u003Cp>Paladin Holy\u003C\u002Fp>","Paladin Holy",{},"holy-wc5e",[588],[],"api\u002Fsubclasses\u002Fholy-wc5e","26wmfflViczPO1IeJHHx4aJ0Br9xIqTPh0KFdUWj8gM",{"id":1940,"title":1941,"class":1942,"class_features":1943,"content":1948,"excerpt":1949,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1950,"meta":1951,"slug":1952,"source":1953,"spell_list":1954,"stem":1955,"subclass_id":876,"summary":1956,"thumbnail":8,"type":1165,"__hash__":1957},"subclasses\u002Fapi\u002Fsubclasses\u002Fhunter.json","Hunter",[853],[1944,1945,1946,1947],487,488,489,490,"\u003Cp>You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.\u003C\u002Fp>","You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190882-ranger#Hunter",{},"hunter",[165],[],"api\u002Fsubclasses\u002Fhunter","Protect Nature and People from Destruction","20HIycNdEZmZxW8VxJWv4bVA2SvF-qT18I4WmpOejBs",{"id":1959,"title":1960,"class":1961,"class_features":1962,"content":1968,"excerpt":1969,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1970,"meta":1971,"slug":1972,"source":1973,"spell_list":1974,"stem":1975,"subclass_id":1141,"summary":1976,"thumbnail":8,"type":1165,"__hash__":1977},"subclasses\u002Fapi\u002Fsubclasses\u002Fillusionist.json","Illusionist",[41],[1963,1964,1965,1966,1967],659,660,661,662,663,"\u003Cp>You specialize in magic that dazzles the senses and tricks the mind, and the illusions you craft make the impossible seem real.\u003C\u002Fp>","You specialize in magic that dazzles the senses and tricks the mind, and the illusions you craft make the impossible seem real.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190886-wizard#Illusionist",{},"illusionist",[30],[],"api\u002Fsubclasses\u002Fillusionist","Weave Subtle Spells of Deception","2UQEZrNPYZptYYPVhIvfbABcsyovsSFWKDVUCV7k9xQ",{"id":1979,"title":1980,"class":1981,"class_features":1982,"content":1988,"excerpt":1989,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":1990,"meta":1991,"slug":1992,"source":1993,"spell_list":1994,"stem":1995,"subclass_id":468,"summary":1996,"thumbnail":8,"type":1165,"__hash__":1997},"subclasses\u002Fapi\u002Fsubclasses\u002Flife-domain.json","Life Domain",[378],[1983,1984,1985,1986,1987],286,287,288,289,290,"\u003Cp>The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.\u003C\u002Fp>\u003Cp>Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.\u003C\u002Fp>","The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts. Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190877-cleric#LifeDomain",{},"life-domain",[165],[250,398,233,264,283,425,428,432,309,312],"api\u002Fsubclasses\u002Flife-domain","Soothe the Hurts of the World","H3E9nWgZSMBL_nFfwdPZG6l39g1MVUOmjyvVdBVnHMg",{"id":1999,"title":2000,"class":2001,"class_features":2002,"content":2008,"excerpt":2009,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2010,"meta":2011,"slug":2012,"source":2013,"spell_list":2014,"stem":2015,"subclass_id":469,"summary":2016,"thumbnail":8,"type":1165,"__hash__":2017},"subclasses\u002Fapi\u002Fsubclasses\u002Flight-domain.json","Light Domain",[378],[2003,2004,2005,2006,2007],292,293,294,295,296,"\u003Cp>The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness.\u003C\u002Fp>\u003Cp>The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul’s improvement.\u003C\u002Fp>","The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness. The Light Domain is associated with gods of truth, vigilance, beauty, insight, and [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190877-cleric#LightDomain",{},"light-domain",[30],[953,237,971,270,420,976,1116,540,440,318],"api\u002Fsubclasses\u002Flight-domain","Bring Light to Banish Darkness","qaiiEvg1QtX9yyFLKuFEBdbmzObvRiRZ7ZQhX0uro3I",{"id":2019,"title":2020,"class":2021,"class_features":2022,"content":2025,"excerpt":2026,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":8,"meta":2027,"slug":2028,"source":2029,"spell_list":2030,"stem":2031,"subclass_id":679,"summary":2032,"thumbnail":8,"type":1165,"__hash__":2033},"subclasses\u002Fapi\u002Fsubclasses\u002Fmarksmanship-wc5e.json","Marksmanship [WC5e]",[664],[1945,1947,2023,2024],1022,1023,"\u003Cp>You master the arts of Archery.\u003C\u002Fp>","You master the arts of Archery.",{},"marksmanship-wc5e",[588],[],"api\u002Fsubclasses\u002Fmarksmanship-wc5e","Excell at your Archery Skills","ZgLfO_aQ1k36xe9jAo9VuuXJ16_4P_-jEa57KZYaVgE",{"id":2035,"title":2036,"class":2037,"class_features":2038,"content":2044,"excerpt":2045,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2046,"meta":2047,"slug":2048,"source":2049,"spell_list":2050,"stem":2051,"subclass_id":810,"summary":2052,"thumbnail":8,"type":1165,"__hash__":2053},"subclasses\u002Fapi\u002Fsubclasses\u002Foath-of-devotion.json","Oath of Devotion",[780],[2039,2040,2041,2042,2043],446,447,448,449,450,"\u003Cp>The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.\u003C\u002Fp>\u003Cp>Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.\u003C\u002Fp>\u003Cp>These paladins share the following tenets:\u003C\u002Fp>\u003Cul class=\"wp-block-list\">\u003Cli>Let your word be your promise.\u003C\u002Fli>\u003Cli>Protect the weak and never fear to act.\u003C\u002Fli>\u003Cli>Let your honorable deeds be an example.\u003C\u002Fli>\u003C\u002Ful>","The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards. Many who swear this oath are devoted to [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190881-paladin#OathofDevotion",{},"oath-of-devotion",[165],[404,407,250,273,418,276,298,434,437,440],"api\u002Fsubclasses\u002Foath-of-devotion","Uphold the Ideals of Justice and Order","S86nSIWM_nULX89iqA2Uo_rq7RxQ-oBC5mjU3AJGKnc",{"id":2055,"title":2056,"class":2057,"class_features":2058,"content":2064,"excerpt":2065,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2066,"meta":2067,"slug":2068,"source":2069,"spell_list":2070,"stem":2071,"subclass_id":811,"summary":2072,"thumbnail":8,"type":1165,"__hash__":2073},"subclasses\u002Fapi\u002Fsubclasses\u002Foath-of-glory.json","Oath of Glory",[780],[1928,2059,2060,2061,2062,2063],454,455,456,457,458,"\u003Cp>Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions, so they’re all ready when destiny calls.\u003C\u002Fp>\u003Cp>These paladins share the following tenets:\u003C\u002Fp>\u003Cul class=\"wp-block-list\">\u003Cli>Endeavor to be known by your deeds.\u003C\u002Fli>\u003Cli>Face hardships with courage.\u003C\u002Fli>\u003Cli>Inspire others to strive for glory.\u003C\u002Fli>\u003C\u002Ful>","Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions, so they’re all ready when destiny calls. These paladins share the following tenets:","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190881-paladin#OathofGlory",{},"oath-of-glory",[30],[402,240,257,799,979,423,294,298,311,322],"api\u002Fsubclasses\u002Foath-of-glory","Strive for the Heights of Heroism","RxF_7zMb0BCEARTAam3r7w0QG_gzn8QGso5quG7tQ7o",{"id":2075,"title":2076,"class":2077,"class_features":2078,"content":2082,"excerpt":2083,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2084,"meta":2085,"slug":2086,"source":2087,"spell_list":2088,"stem":2089,"subclass_id":812,"summary":2090,"thumbnail":8,"type":1165,"__hash__":2091},"subclasses\u002Fapi\u002Fsubclasses\u002Foath-of-the-ancients.json","Oath of the Ancients",[780],[2079,2080,1929,2081,1930],460,461,463,"\u003Cp>The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light.\u003C\u002Fp>\u003Cp>These paladins share the following tenets:\u003C\u002Fp>\u003Cul class=\"wp-block-list\">\u003Cli>Kindle the light of hope.\u003C\u002Fli>\u003Cli>Shelter life.\u003C\u002Fli>\u003Cli>Delight in art and laughter.\u003C\u002Fli>\u003C\u002Ful>","The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190881-paladin#OathoftheAncients",{},"oath-of-the-ancients",[30],[865,246,970,519,285,286,423,537,538,542,546],"api\u002Fsubclasses\u002Foath-of-the-ancients","Preserve Life and Light in the World","aIAikAWm77my07AYgk3g4zOZ2wvdW08YQwoDWbBiSzY",{"id":2093,"title":2094,"class":2095,"class_features":2096,"content":2102,"excerpt":2103,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2104,"meta":2105,"slug":2106,"source":2107,"spell_list":2108,"stem":2109,"subclass_id":809,"summary":2110,"thumbnail":8,"type":1165,"__hash__":2111},"subclasses\u002Fapi\u002Fsubclasses\u002Foath-of-vengeance.json","Oath of Vengeance",[780],[2097,2098,2099,2100,2101],123,465,466,467,468,"\u003Cp>The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves’ guild grows too violent, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.\u003C\u002Fp>\u003Cp>These paladins share the following tenets:\u003C\u002Fp>\u003Cul class=\"wp-block-list\">\u003Cli>Show the wicked no mercy.\u003C\u002Fli>\u003Cli>Fight injustice and its causes.\u003C\u002Fli>\u003Cli>Aid those harmed by injustice.\u003C\u002Fli>\u003C\u002Ful>","The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves’ guild grows too violent, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190881-paladin#OathofVengeance",{},"oath-of-vengeance",[30],[228,867,261,970,979,423,430,296,310,318],"api\u002Fsubclasses\u002Foath-of-vengeance","Punish Evildoers at Any Cost","VSiY7X9pT5asU7mILt8wC5hMaC9-G5Nub8Cb3fWXWGw",{"id":2113,"title":2114,"class":2115,"class_features":2116,"content":2121,"excerpt":2122,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2123,"meta":2124,"slug":2125,"source":2126,"spell_list":2127,"stem":2128,"subclass_id":170,"summary":2129,"thumbnail":8,"type":1165,"__hash__":2130},"subclasses\u002Fapi\u002Fsubclasses\u002Fpath-of-the-berserker.json","Path of the Berserker",[148],[2117,2118,2119,2120],195,196,197,198,"\u003Cp>Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.\u003C\u002Fp>","Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190875-barbarian#PathoftheBerserker",{},"path-of-the-berserker",[165],[],"api\u002Fsubclasses\u002Fpath-of-the-berserker","Channel Rage into Violent Fury","mqv58aZIOGsWJAzc8IxeOGN5odI-7qKrbf173QBoksE",{"id":2132,"title":2133,"class":2134,"class_features":2135,"content":2141,"excerpt":2142,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2143,"meta":2144,"slug":2145,"source":2146,"spell_list":2147,"stem":2148,"subclass_id":171,"summary":2149,"thumbnail":8,"type":1165,"__hash__":2150},"subclasses\u002Fapi\u002Fsubclasses\u002Fpath-of-the-wild-heart.json","Path of the Wild Heart",[148],[2136,2137,2138,2139,2140],223,224,225,226,227,"\u003Cp>Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.\u003C\u002Fp>","Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190875-barbarian#PathoftheWildHeart",{},"path-of-the-wild-heart",[30],[],"api\u002Fsubclasses\u002Fpath-of-the-wild-heart","Walk in Community with the Animal World","VVEYKcgqeUdsuK39QQN10kjCZWsQs2fgDXKloNnlpW0",{"id":2152,"title":2153,"class":2154,"class_features":2155,"content":2160,"excerpt":2161,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2162,"meta":2163,"slug":2164,"source":2165,"spell_list":2166,"stem":2167,"subclass_id":172,"summary":2168,"thumbnail":8,"type":1165,"__hash__":2169},"subclasses\u002Fapi\u002Fsubclasses\u002Fpath-of-the-world-tree.json","Path of the World Tree",[148],[2156,2157,2158,2159],229,230,231,232,"\u003Cp>Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree’s magic for vitality and as a means of dimensional travel.\u003C\u002Fp>","Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree’s magic for vitality and as a means of dimensional travel.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190875-barbarian#PathoftheWorldTree",{},"path-of-the-world-tree",[30],[],"api\u002Fsubclasses\u002Fpath-of-the-world-tree","Trace the Roots and Branches of the Multiverse","H3ZIeLdfZb7Atck0ugT9Nfiw1OTpd0JjIcZvqg0ho3Q",{"id":2171,"title":2172,"class":2173,"class_features":2174,"content":2180,"excerpt":2181,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2182,"meta":2183,"slug":2184,"source":2185,"spell_list":2186,"stem":2187,"subclass_id":173,"summary":2188,"thumbnail":8,"type":1165,"__hash__":2189},"subclasses\u002Fapi\u002Fsubclasses\u002Fpath-of-the-zealot.json","Path of the Zealot",[148],[2175,2176,2177,2178,2179],234,235,236,237,238,"\u003Cp>Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.\u003C\u002Fp>","Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190875-barbarian#PathoftheZealot",{},"path-of-the-zealot",[30],[],"api\u002Fsubclasses\u002Fpath-of-the-zealot","Rage in Ecstatic Union with a God","OC1inmZbuYGwZTvfBvpzFSmCLjOoN23ab-WVPSDQlf4",{"id":2191,"title":2192,"class":2193,"class_features":2194,"content":2195,"excerpt":2196,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":8,"meta":2197,"slug":2198,"source":2199,"spell_list":2200,"stem":2201,"subclass_id":835,"summary":8,"thumbnail":8,"type":1165,"__hash__":2202},"subclasses\u002Fapi\u002Fsubclasses\u002Fprotection-wc5e.json","Protection [WC5e]",[823],[2062,2041,2043,2040],"\u003Cp>Paladin Protection\u003C\u002Fp>","Paladin Protection",{},"protection-wc5e",[588],[],"api\u002Fsubclasses\u002Fprotection-wc5e","j9WWuPPFn6bUuxFyOeyokDFeaXLx8Of2DeAL-5oLjuQ",{"id":2204,"title":2192,"class":2205,"class_features":2206,"content":2213,"excerpt":2214,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":8,"meta":2215,"slug":2216,"source":2217,"spell_list":2218,"stem":2219,"subclass_id":1082,"summary":2220,"thumbnail":8,"type":1165,"__hash__":2221},"subclasses\u002Fapi\u002Fsubclasses\u002Fprotection-wc5e-2.json",[1069],[2207,2208,2209,2210,2211,2212],1062,1063,1064,1065,1066,1067,"\u003Cp>Protection warriors demonstrate a knack for the use of a shield, nullifying opponent’s advances and creating opportunities for counterattacks. For them, being the toughest soldier on the front means nothing if allies are left vulnerable to the enemy&#8217;s attack. These stalwart defenders are integral to the success of any military campaign.\u003C\u002Fp>","Protection warriors demonstrate a knack for the use of a shield, nullifying opponent’s advances and creating opportunities for counterattacks. For them, being the toughest soldier on the front means nothing if allies are left vulnerable to the enemy&#8217;s attack. These stalwart defenders are integral to the success of any military campaign.",{},"protection-wc5e-2",[588],[],"api\u002Fsubclasses\u002Fprotection-wc5e-2","Bulwarks of Battle","1GJw8Hf6JHf5-XC9-GMYkwq6V_mY3dNe8wx_uGmlMPU",{"id":2223,"title":2224,"class":2225,"class_features":2226,"content":2232,"excerpt":2233,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2234,"meta":2235,"slug":2236,"source":2237,"spell_list":2238,"stem":2239,"subclass_id":643,"summary":2240,"thumbnail":8,"type":1165,"__hash__":2241},"subclasses\u002Fapi\u002Fsubclasses\u002Fpsi-warrior.json","Psi Warrior",[625],[2227,2228,2229,2230,2231],383,384,385,386,387,"\u003Cp>Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.\u003C\u002Fp>","Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190879-fighter#PsiWarrior",{},"psi-warrior",[30],[],"api\u002Fsubclasses\u002Fpsi-warrior","Augment Physical Might with Psionic Power","nJf-j-07TYO2QIAJFLUGUhVuJ_JRe0dJTvAc9buNMEg",{"id":2243,"title":2244,"class":2245,"class_features":2246,"content":2252,"excerpt":2253,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":8,"meta":2254,"slug":2255,"source":2256,"spell_list":2257,"stem":2258,"subclass_id":594,"summary":8,"thumbnail":8,"type":1165,"__hash__":2259},"subclasses\u002Fapi\u002Fsubclasses\u002Frestoration-wc5e.json","Restoration [WC5e]",[579],[2247,2248,2249,2250,2251],878,879,881,882,884,"\u003Cp>Druids on the Path of Restoration seeks to undo the many injuries that are dealt to the world and its people. They are strong hearted and loving individuals, less prone to fits of anger and more willing to seek common ground.\u003C\u002Fp>","Druids on the Path of Restoration seeks to undo the many injuries that are dealt to the world and its people. They are strong hearted and loving individuals, less prone to fits of anger and more willing to seek common ground.",{},"restoration-wc5e",[588],[],"api\u002Fsubclasses\u002Frestoration-wc5e","-stKkVMsD_vyUQt8HfepVjTXnk2U2h21342utcF3xbk",{"id":2261,"title":2262,"class":2263,"class_features":2264,"content":2269,"excerpt":2270,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":8,"meta":2271,"slug":2272,"source":2273,"spell_list":2274,"stem":2275,"subclass_id":837,"summary":8,"thumbnail":8,"type":1165,"__hash__":2276},"subclasses\u002Fapi\u002Fsubclasses\u002Fretribution-wc5e.json","Retribution [WC5e]",[823],[2099,2265,2266,2267,2268],918,920,921,922,"\u003Cp>Paladin Retribution\u003C\u002Fp>","Paladin Retribution",{},"retribution-wc5e",[588],[],"api\u002Fsubclasses\u002Fretribution-wc5e","6YbinW_jVbxNlN9k2zBdG88XD2RhLjsuofUe0Cd0eZc",{"id":2278,"title":2279,"class":2280,"class_features":2281,"content":2287,"excerpt":2288,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2289,"meta":2290,"slug":2291,"source":2292,"spell_list":2293,"stem":2294,"subclass_id":921,"summary":2295,"thumbnail":8,"type":1165,"__hash__":2296},"subclasses\u002Fapi\u002Fsubclasses\u002Fsoulknife.json","Soulknife",[903],[2282,2283,2284,2285,2286],550,551,552,553,554,"\u003Cp>A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.\u003C\u002Fp>","A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190883-rogue#Soulknife",{},"soulknife",[30],[],"api\u002Fsubclasses\u002Fsoulknife","Strike Foes with Psionic Blades","DhzhDkyKYwEqPqZVG_ogFadNNkShr-Q84Ln7r45fJew",{"id":2298,"title":2299,"class":2300,"class_features":2301,"content":1948,"excerpt":1949,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":8,"meta":2304,"slug":2305,"source":2306,"spell_list":2307,"stem":2308,"subclass_id":680,"summary":1956,"thumbnail":8,"type":1165,"__hash__":2309},"subclasses\u002Fapi\u002Fsubclasses\u002Fsurvival-wc5e.json","Survival [WC5e]",[664],[1944,2302,1946,2303,852],1020,1021,{},"survival-wc5e",[588],[],"api\u002Fsubclasses\u002Fsurvival-wc5e","Qz82acMKCUn6oML_jh4jq_vKuZLVJvodQQADuAzG1cs",{"id":2311,"title":2312,"class":2313,"class_features":2314,"content":2320,"excerpt":2321,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2322,"meta":2323,"slug":2324,"source":2325,"spell_list":2326,"stem":2327,"subclass_id":919,"summary":2328,"thumbnail":8,"type":1165,"__hash__":2329},"subclasses\u002Fapi\u002Fsubclasses\u002Fthief.json","Thief",[903],[2315,2316,2317,2318,2319],532,533,534,535,536,"\u003Cp>A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.\u003C\u002Fp>","A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190883-rogue#Thief",{},"thief",[165],[],"api\u002Fsubclasses\u002Fthief","Hunt for Treasure as a Classic Adventurer","RNPiTEXB-5dm0Z93xXerAZEOj8FeFyzaRP1-b8iRFPI",{"id":2331,"title":2332,"class":2333,"class_features":2334,"content":2340,"excerpt":2341,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2342,"meta":2343,"slug":2344,"source":2345,"spell_list":2346,"stem":2347,"subclass_id":470,"summary":2348,"thumbnail":8,"type":1165,"__hash__":2349},"subclasses\u002Fapi\u002Fsubclasses\u002Ftrickery-domain.json","Trickery Domain",[378],[2335,2336,2337,2338,2339],298,299,300,301,302,"\u003Cp>The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation.\u003C\u002Fp>\u003Cp>Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.\u003C\u002Fp>","The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation. Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190877-cleric#TrickeryDomain",{},"trickery-domain",[30],[229,235,262,520,280,284,295,296,306,314],"api\u002Fsubclasses\u002Ftrickery-domain","Make Mischief and Challenge Authority","27fxLDLpmIveeH7mRnvoXli_iLcKgWcBLcLpid9vqwM",{"id":2351,"title":2352,"class":2353,"class_features":2354,"content":2360,"excerpt":2361,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2362,"meta":2363,"slug":2364,"source":2365,"spell_list":2366,"stem":2367,"subclass_id":471,"summary":2368,"thumbnail":8,"type":1165,"__hash__":2369},"subclasses\u002Fapi\u002Fsubclasses\u002Fwar-domain.json","War Domain",[378],[2355,2356,2357,2358,2359],305,306,307,308,309,"\u003Cp>War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.\u003C\u002Fp>\u003Cp>Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.\u003C\u002Fp>","War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190877-cleric#WarDomain",{},"war-domain",[30],[402,799,407,414,802,426,534,298,310,872],"api\u002Fsubclasses\u002Fwar-domain","Inspire Valor and Smite Foes","UZF1aLXThwxY3O-cilJ6Kxy5-acHTLINgbAWLlI_HCQ",{"id":2371,"title":2372,"class":2373,"class_features":2374,"content":2381,"excerpt":2382,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2383,"meta":2384,"slug":2385,"source":2386,"spell_list":2387,"stem":2388,"subclass_id":755,"summary":2389,"thumbnail":8,"type":1165,"__hash__":2390},"subclasses\u002Fapi\u002Fsubclasses\u002Fwarrior-of-mercy.json","Warrior of Mercy",[739],[2375,2376,2377,2378,2379,2380],415,416,417,418,419,420,"\u003Cp>Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.\u003C\u002Fp>","Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190880-monk#WarriorofMercy",{},"warrior-of-mercy",[30],[],"api\u002Fsubclasses\u002Fwarrior-of-mercy","Manipulate Forces of Life and Death","LTa58OKZRtCLGzVID61fGQXWR-xewsPasiTCqiL6dB8",{"id":2392,"title":2393,"class":2394,"class_features":2395,"content":2400,"excerpt":2401,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2402,"meta":2403,"slug":2404,"source":2405,"spell_list":2406,"stem":2407,"subclass_id":756,"summary":2408,"thumbnail":8,"type":1165,"__hash__":2409},"subclasses\u002Fapi\u002Fsubclasses\u002Fwarrior-of-shadow.json","Warrior of Shadow",[739],[2396,2397,2398,2399],422,423,424,425,"\u003Cp>Warriors of Shadow practice stealth and subterfuge, harnessing the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, leap from shadow to shadow, and take on a wraithlike form.\u003C\u002Fp>","Warriors of Shadow practice stealth and subterfuge, harnessing the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, leap from shadow to shadow, and take on a wraithlike form.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190880-monk#WarriorofShadow",{},"warrior-of-shadow",[30],[],"api\u002Fsubclasses\u002Fwarrior-of-shadow","Harness Shadow Power for Stealth and Subterfuge","ujUDg2JxB_6hamsg85_jXbjFWVcgOsvkUSV1uoUKXGE",{"id":2411,"title":2412,"class":2413,"class_features":2414,"content":2420,"excerpt":2421,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2422,"meta":2423,"slug":2424,"source":2425,"spell_list":2426,"stem":2427,"subclass_id":757,"summary":2428,"thumbnail":8,"type":1165,"__hash__":2429},"subclasses\u002Fapi\u002Fsubclasses\u002Fwarrior-of-the-elements.json","Warrior of the Elements",[739],[2415,2416,2417,2418,2419],427,428,429,430,431,"\u003Cp>Warriors of the Elements tap into the power of the Elemental Planes. Harnessing their supernatural focus, these Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and out of battle.\u003C\u002Fp>","Warriors of the Elements tap into the power of the Elemental Planes. Harnessing their supernatural focus, these Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and out of battle.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190880-monk#WarrioroftheElements",{},"warrior-of-the-elements",[30],[],"api\u002Fsubclasses\u002Fwarrior-of-the-elements","Wield Strikes and Bursts of Elemental Power","LILjvOtaQ8pfekNADJHP1iyMcRCL3UbnGW_2ftCfzWo",{"id":2431,"title":2432,"class":2433,"class_features":2434,"content":2439,"excerpt":2440,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2441,"meta":2442,"slug":2443,"source":2444,"spell_list":2445,"stem":2446,"subclass_id":754,"summary":2447,"thumbnail":8,"type":1165,"__hash__":2448},"subclasses\u002Fapi\u002Fsubclasses\u002Fwarrior-of-the-open-hand.json","Warrior of the Open Hand",[739],[2435,2436,2437,2438],411,412,413,414,"\u003Cp>Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.\u003C\u002Fp>","Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190880-monk#WarrioroftheOpenHand",{},"warrior-of-the-open-hand",[165],[],"api\u002Fsubclasses\u002Fwarrior-of-the-open-hand","Master Unarmed Combat Techniques","ZTRk5Gm4F6nzQC5ZAMWZ12VADMrlofC5bsg022GQIEs",{"id":2450,"title":2451,"class":2452,"class_features":2453,"content":2458,"excerpt":2459,"extension":24,"feature_table_custom_json":8,"feature_table_spellcasting_json":8,"link":2460,"meta":2461,"slug":2462,"source":2463,"spell_list":2464,"stem":2465,"subclass_id":1005,"summary":2466,"thumbnail":8,"type":1165,"__hash__":2467},"subclasses\u002Fapi\u002Fsubclasses\u002Fwild-magic-sorcery.json","Wild Magic Sorcery",[38],[2454,2455,2456,2457],589,590,591,592,"\u003Cp>Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.\u003C\u002Fp>\u003Ch5 class=\"wp-block-heading\">Wild Magic Surge\u003C\u002Fh5>\u003Cfigure class=\"wp-block-table\">\u003Ctable class=\"has-fixed-layout\">\u003Cthead>\u003Ctr>\u003Cth class=\"has-text-align-center\" data-align=\"center\">1d100\u003C\u002Fth>\u003Cth>Effect\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">01–04\u003C\u002Ftd>\u003Ctd>Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">05–08\u003C\u002Ftd>\u003Ctd>A creature that is \u003Cspan data-tooltip-key=\"rules\u002Ffriendly\">Friendly\u003C\u002Fspan> toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM’s control and disappears 1 minute later. Roll 1d4 to determine the creature: on a \u003Cstrong>1\u003C\u002Fstrong>, a \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fmonsters\u002F17180-duodrone\">Modron Duodrone\u003C\u002Fa> appears; on a \u003Cstrong>2\u003C\u002Fstrong>, a \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fmonsters\u002F17145-flumph\">Flumph\u003C\u002Fa> appears; on a \u003Cstrong>3\u003C\u002Fstrong>, a \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fmonsters\u002F17176-monodrone\">Modron Monodrone\u003C\u002Fa> appears; on a \u003Cstrong>4\u003C\u002Fstrong>, a \u003Ca href=\"https:\u002F\u002Fwww.dndbeyond.com\u002Fmonsters\u002F17042-unicorn\">Unicorn\u003C\u002Fa> appears. See the \u003Cem>Monster Manual\u003C\u002Fem> for the creature’s stat block.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">09–12\u003C\u002Ftd>\u003Ctd>For the next minute, you regain 5 Hit Points at the start of each of your turns.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">13–16\u003C\u002Ftd>\u003Ctd>Creatures have \u003Cspan data-tooltip-key=\"rules\u002Fdisadvantage\">Disadvantage\u003C\u002Fspan> on saving throws against the next spell you cast in the next minute that involves a saving throw.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">17–20\u003C\u002Ftd>\u003Ctd>You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a \u003Cstrong>1\u003C\u002Fstrong>, you’re surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a \u003Cstrong>2\u003C\u002Fstrong>, your size increases by one size category; on a \u003Cstrong>3\u003C\u002Fstrong>, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a \u003Cstrong>4\u003C\u002Fstrong>, you must shout when you speak; on a \u003Cstrong>5\u003C\u002Fstrong>, illusory butterflies flutter in the air within 10 feet of you; on a \u003Cstrong>6\u003C\u002Fstrong>, an eye appears on your forehead, granting you \u003Cspan data-tooltip-key=\"rules\u002Fadvantage\">Advantage\u003C\u002Fspan> on Wisdom (\u003Cspan data-tooltip-key=\"rules\u002Fperception\">Perception\u003C\u002Fspan>) checks; on an \u003Cstrong>7\u003C\u002Fstrong>, pink bubbles float out of your mouth whenever you speak; on an \u003Cstrong>8\u003C\u002Fstrong>, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a \u003Cspan data-tooltip-key=\"spells\u002Fremove-curse\">Remove Curse\u003C\u002Fspan> spell.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">21–24\u003C\u002Ftd>\u003Ctd>For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">25–28\u003C\u002Ftd>\u003Ctd>You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">29–32\u003C\u002Ftd>\u003Ctd>The next time you cast a spell that deals damage within the next minute, don’t roll the spell’s damage dice for the damage. Instead use the highest number possible for each damage die.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">33–36\u003C\u002Ftd>\u003Ctd>You have Resistance to all damage for the next minute.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">37–40\u003C\u002Ftd>\u003Ctd>You turn into a potted plant until the start of your next turn. While you’re a plant, you have the \u003Cspan data-tooltip-key=\"rules\u002Fincapacitated-condition\">Incapacitated\u003C\u002Fspan> condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">41–44\u003C\u002Ftd>\u003Ctd>For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">45–48\u003C\u002Ftd>\u003Ctd>You and up to three creatures you choose within 30 feet of you have the \u003Cspan data-tooltip-key=\"rules\u002Finvisible-condition\">Invisible\u003C\u002Fspan> condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">49–52\u003C\u002Ftd>\u003Ctd>A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to \u003Cspan data-tooltip-key=\"spells\u002Fmagic-missile\">Magic Missile\u003C\u002Fspan>.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">53–56\u003C\u002Ftd>\u003Ctd>You can take one extra action on this turn.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">57–60\u003C\u002Ftd>\u003Ctd>You cast a random spell. If the spell normally requires \u003Cspan data-tooltip-key=\"rules\u002Fconcentration\">Concentration\u003C\u002Fspan>, it doesn’t require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a \u003Cstrong>1\u003C\u002Fstrong>, \u003Cspan data-tooltip-key=\"spells\u002Fconfusion\">Confusion\u003C\u002Fspan>; on a \u003Cstrong>2\u003C\u002Fstrong>, \u003Cspan data-tooltip-key=\"spells\u002Ffireball\">Fireball\u003C\u002Fspan>; on a \u003Cstrong>3\u003C\u002Fstrong>, \u003Cspan data-tooltip-key=\"spells\u002Ffog-cloud\">Fog Cloud\u003C\u002Fspan>; on a \u003Cstrong>4\u003C\u002Fstrong>, \u003Cspan data-tooltip-key=\"spells\u002Ffly\">Fly\u003C\u002Fspan> (cast on a random creature within 60 feet of you), on a \u003Cstrong>5\u003C\u002Fstrong>, \u003Cspan data-tooltip-key=\"spells\u002Fgrease\">Grease\u003C\u002Fspan>; on a \u003Cstrong>6\u003C\u002Fstrong>, \u003Cspan data-tooltip-key=\"spells\u002Flevitate\">Levitate\u003C\u002Fspan> (cast on yourself); on a \u003Cstrong>7\u003C\u002Fstrong>, \u003Cspan data-tooltip-key=\"spells\u002Fmagic-missile\">Magic Missile\u003C\u002Fspan> (cast as a level 5 spell); on an \u003Cstrong>8\u003C\u002Fstrong>, \u003Cspan data-tooltip-key=\"spells\u002Fmirror-image\">Mirror Image\u003C\u002Fspan>; on a \u003Cstrong>9\u003C\u002Fstrong>, \u003Cspan data-tooltip-key=\"spells\u002Fpolymorph\">Polymorph\u003C\u002Fspan> (cast on yourself), and if you fail the saving throw, you turn into a \u003Cspan data-tooltip-key=\"monsters\u002Fgoat\">Goat\u003C\u002Fspan>; on a \u003Cstrong>10\u003C\u002Fstrong>, \u003Cspan data-tooltip-key=\"spells\u002Fsee-invisibility\">See Invisibility\u003C\u002Fspan>.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">61–64\u003C\u002Ftd>\u003Ctd>For the next minute, any flammable, nonmagical object you touch that isn’t being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is burning.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">65–68\u003C\u002Ftd>\u003Ctd>If you die within the next hour, you immediately revive as if by the \u003Cspan data-tooltip-key=\"spells\u002Freincarnate\">Reincarnate\u003C\u002Fspan> spell.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">69–72\u003C\u002Ftd>\u003Ctd>You have the \u003Cspan data-tooltip-key=\"rules\u002Ffrightened-condition\">Frightened\u003C\u002Fspan> condition until the end of your next turn. The DM determines the source of your fear.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">73–76\u003C\u002Ftd>\u003Ctd>You teleport up to 60 feet to an unoccupied space you can see.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">77–80\u003C\u002Ftd>\u003Ctd>A random creature within 60 feet of you has the \u003Cspan data-tooltip-key=\"rules\u002Fpoisoned-condition\">Poisoned\u003C\u002Fspan> condition for 1d4 hours.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">81–84\u003C\u002Ftd>\u003Ctd>You radiate \u003Cspan data-tooltip-key=\"rules\u002Fbright-light\">Bright Light\u003C\u002Fspan> in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the \u003Cspan data-tooltip-key=\"rules\u002Fblinded-condition\">Blinded\u003C\u002Fspan> condition until the end of its next turn.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">85–88\u003C\u002Ftd>\u003Ctd>Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Necrotic damage. You regain Hit Points equal to the sum of the Necrotic damage dealt.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">89–92\u003C\u002Ftd>\u003Ctd>Up to three creatures of your choice that you can see within 30 feet of you take 4d10 Lightning damage.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">93–96\u003C\u002Ftd>\u003Ctd>You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next minute.\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"has-text-align-center\" data-align=\"center\">97–00\u003C\u002Ftd>\u003Ctd>Roll 1d6: On a \u003Cstrong>1\u003C\u002Fstrong>, you regain 2d10 Hit Points; on a \u003Cstrong>2\u003C\u002Fstrong>, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a \u003Cstrong>3\u003C\u002Fstrong>, you regain your lowest-level expended spell slot; on a \u003Cstrong>4\u003C\u002Fstrong>, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a \u003Cstrong>5\u003C\u002Fstrong>, you regain all your expended Sorcery Points; on a \u003Cstrong>6\u003C\u002Fstrong>, all the effects of row 17–20 affect you simultaneously.\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Ffigure>","Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could [&hellip;]","https:\u002F\u002Fwww.dndbeyond.com\u002Fclasses\u002F2190884-sorcerer#WildMagicSorcery",{},"wild-magic-sorcery",[30],[],"api\u002Fsubclasses\u002Fwild-magic-sorcery","Unleash Chaotic Magic","fWOLYP9rrHbEaOHvLD3v3_-2Rr1DL7MKP7IFrJMwAJY",1776546541571]