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Classes.xml
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Classes.xml
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<?xml version='1.0' encoding='UTF-8'?>
<compendium version="5">
<class>
<name>Barbarian</name>
<hd>12</hd>
<proficiency>Strength, Constitution, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival</proficiency>
<spellAbility></spellAbility>
<numSkills>2</numSkills>
<autolevel level="1">
<feature optional="YES">
<name>Starting Barbarian</name>
<text>As a 1st-level Barbarian, you begin play with 12+your Constitution modifier hit points.</text>
<text> </text>
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
<text>• Armor: light armor, medium armor, shields</text>
<text>• Weapons: simple weapons, martial weapons</text>
<text>• Tools: none</text>
<text>• Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival</text>
<text> </text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>• (a) a greataxe or (b) any martial melee weapon</text>
<text>• (a) two handaxes or (b) any simple weapon</text>
<text>• An explorer's pack and four javelins</text>
<text> </text>
<text>Alternatively, you may start with 2d4x10 gp and choose your own equipment.</text>
<text> </text>
<text>Source: Player's Handbook, p. 48</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Barbarian</name>
<text>To multiclass as a Barbarian, you must meet the following prerequisites:</text>
<text>• Strength 13</text>
<text> </text>
<text>You gain the following proficiencies:</text>
<text>• shields, simple weapons, martial weapons</text>
<text> </text>
<text>Source: Player's Handbook, p. 163</text>
</feature>
</autolevel>
<armor>light armor, medium armor, shields</armor>
<weapons>simple weapons, martial weapons</weapons>
<tools>none</tools><wealth>2d4x10</wealth>
<autolevel level="1">
<feature>
<name>Rage</name>
<text>In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.</text>
<text> While raging, you gain the following benefits if you aren’t wearing heavy armor.</text>
<text> </text>
<text>• You have advantage on Strength checks and Strength saving throws.</text>
<text> </text>
<text>• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian. At 1st level, you have a +2 bonus to damage. Your bonus increases to +3 at 9th level and to +4 at 16th.</text>
<text> </text>
<text>• You have resistance to bludgeoning, piercing, and slashing damage.</text>
<text> </text>
<text> If you are able to cast spells, you can’t cast them or concentrate on them while raging.</text>
<text> Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.</text>
<text> Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.</text>
<text> </text>
<text>Source: Player's Handbook, p. 48</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Unarmored Defense</name>
<text>While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.</text>
<text> </text>
<text>Source: Player's Handbook, p. 48</text>
<special>unarmored defense constitution</special>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Reckless Attack</name>
<text>Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.</text>
<text> </text>
<text>Source: Player's Handbook, p. 48</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Danger Sense</name>
<text>At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.</text>
<text> You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.</text>
<text> </text>
<text>Source: Player's Handbook, p. 48</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Primal Path</name>
<text>At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior.</text>
<text> </text>
<text>Source: Player's Handbook, p. 48</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primal Path: Path of the Ancestral Guardian</name>
<text>Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits, who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.</text>
<text> Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits’ help, they can hinder their foes even as they strike powerful blows against them. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 9</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ancestral Protectors (Path of the Ancestral Guardian)</name>
<text>Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The ffect on the target ends early if your rage ends.</text>
<text> </text>
<text>Source: Unearthed Arcana: Revised Subclasses, p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primal Path: Path of the Battlerager</name>
<text>Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 121</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Restriction: Dwarves Only (Path of the Battlerager)</name>
<text>Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.</text>
<text> Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM’s setting or your DM’s version of the Realms.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 121</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Battlerager Armor (Path of the Battlerager)</name>
<text>When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.</text>
<text> When you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.</text>
<text> Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 121</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primal Path: Path of the Berserker</name>
<text>For some barbarians, rage is a means to an end — that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Frenzy (Path of the Berserker)</name>
<text>Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.</text>
<text> </text>
<text>Exhaustion:</text>
<text> Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.</text>
<text> </text>
<text>Level — Effect:</text>
<text>1 —Disadvantage on ability checks</text>
<text>2 —Speed halved</text>
<text>3 —Disadvantage on attack rolls and saving throws</text>
<text>4 —Hit point maximum halved</text>
<text>5 —Speed reduced to 0</text>
<text>6 —Death</text>
<text> </text>
<text> If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.</text>
<text> A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.</text>
<text> An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.</text>
<text> Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primal Path: Path of the Storm Herald</name>
<text>All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform their rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.</text>
<text> Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in elite lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 10</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Storm Aura (Path of the Storm Herald)</name>
<text>Starting at 3rd level, you emanate a stormy magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.</text>
<text> Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whatever you gain a level in this class.</text>
<text> if your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.</text>
<text> </text>
<text>Desert: When this affect is activated, all other creatures your aura take 2 fire damage each. The damage increases when you reach certain levels in his class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.</text>
<text> </text>
<text>Sea: When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.</text>
<text> </text>
<text>Tundra: When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits try to inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 10</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primal Path: Path of the Totem Warrior</name>
<text>The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.</text>
<text> Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Spirit Seeker (Path of the Totem Warrior)</name>
<text>Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Variant: Spirit Seeker (Tree Ghost Tribe) (Path of the Totem Warrior)</name>
<text>Yours is a path that seeks attunement with the natural world, giving you a kinship with plants. At 3rd level when you adopt this path, you gain the ability to cast the speak with plants spell, but only as a ritual, as described in chapter 10.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide p. 120</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Totem Spirit (Path of the Totem Warrior)</name>
<text>At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or b ones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.</text>
<text> Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Totem Spirit: Bear</name>
<text>While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Totem Spirit: Eagle</name>
<text>While you’re raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Totem Spirit: Elk</name>
<text>While you’re raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 141</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Totem Spirit: Tiger</name>
<text>While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 122</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Totem Spirit: Wolf</name>
<text>While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primal Path: Path of the Zealot</name>
<text>Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.</text>
<text> A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 11</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Divine Fury (Path of the Zealot)</name>
<text>Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 11</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Warrior of the Gods (Path of the Zealot)</name>
<text>At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 11</text>
</feature>
</autolevel>
<autolevel level="4" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>Extra Attack</name>
<text>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>Fast Movement</name>
<text>Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
<modifier category="bonus">speed +10</modifier>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Spirit Shield (Path of the Ancestral Guardian)</name>
<text>Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.</text>
<text> When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.</text>
<text> </text>
<text>Source: Unearthed Arcana: Revised Subclasses, p. 1</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Reckless Abandon (Path of the Battlerager)</name>
<text>Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left at the end of your rage.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 121</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Mindless Rage (Path of the Berserker)</name>
<text>Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Storm Soul (Path of the Storm Herald)</name>
<text>At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.</text>
<text> </text>
<text>Desert: You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an actyion, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.</text>
<text> </text>
<text>Sea: You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.</text>
<text> </text>
<text>Tundra: You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 10</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Aspect of the Beast (Path of the Totem Warrior)</name>
<text>At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Aspect of the Beast: Bear</name>
<text>You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Aspect of the Beast: Eagle</name>
<text>You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Aspect of the Beast: Elk</name>
<text>Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace). The elk spirit helps you roam far and fast.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 122</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Aspect of the Beast: Tiger</name>
<text>You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 122</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Aspect of the Beast: Wolf</name>
<text>You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Fanatical Focus (Path of the Zealot)</name>
<text>Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 11</text>
</feature>
</autolevel>
<autolevel level="7">
<feature>
<name>Feral Instinct</name>
<text>By 7th level, your instincts are so honed that you have advantage on initiative rolls.</text>
<text> Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
</feature>
</autolevel>
<autolevel level="8" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (2nd)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
</feature>
</autolevel>
<autolevel level="9">
<feature>
<name>Brutal Critical</name>
<text>Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.</text>
<text> This increases to two additional dice at 13th level and three additional dice at 17th level.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Consult the Spirits (Path of the Ancestral Guardian)</name>
<text>At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast theaugury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.</text>
<text> After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Revised Subclasses, p. 1</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Battlerager Charge (Path of the Battlerager)</name>
<text>Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 121</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Intimidating Presence (Path of the Berserker)</name>
<text>Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.</text>
<text> If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.</text>
<text> </text>
<text>Frightened:</text>
<text>• A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</text>
<text> </text>
<text>• The creature can't willingly move closer to the source of its fear.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Shielding Storm (Path of the Storm Herald)</name>
<text>At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from, the Storm Soul feature while the creature is in your Storm Aura.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 10</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Spirit Walker (Path of the Totem Warrior)</name>
<text>At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Zealous Presence (Path of the Zealot)</name>
<text>At 10th level, you learn to channel divine power to inspire zealotry in others. As an action, you unleash a battle cry infused with divine energy.Up to 10 other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.</text>
<text> Once you use this feature, you can’t use it again until you finish a long rest.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 11</text>
</feature>
</autolevel>
<autolevel level="11" scoreImprovement="YES">
<feature>
<name>Relentless Rage</name>
<text>Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.</text>
<text> Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
</feature>
</autolevel>
<autolevel level="12" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (3rd)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Vengeful Ancestors (Path of the Ancestral Guardian)</name>
<text>At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.</text>
<text> </text>
<text>Source: Unearthed Arcana: Revised Subclasses, p. 1</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Spiked Retribution (Path of the Battlerager)</name>
<text>Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 121</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Retaliation (Path of the Berserker)</name>
<text>Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Raging Storm (Path of the Storm Herald)</name>
<text>At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.</text>
<text> </text>
<text>Desert: Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creaturetakes fire damage equal to half your barbarian level.</text>
<text> </text>
<text>Sea: When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.</text>
<text> </text>
<text>Tundra: Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turnm as magical frost covers it.</text>
<text> </text>
<text>Prone:</text>
<text>• A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.</text>
<text> </text>
<text>• The creature has disadvantage on attack rolls.</text>
<text> </text>
<text>• An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 11</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Totemic Attunement (Path of the Totem Warrior)</name>
<text>At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Totemic Attunement: Bear </name>
<text>While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Totemic Attunement: Eagle</name>
<text>While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Totemic Attunement: Elk</name>
<text>While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + you proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 122</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Totemic Attunement: Tiger</name>
<text>While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller creature right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 122</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Totemic Attunement: Wolf</name>
<text>While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.</text>
<text> </text>
<text>Prone:</text>
<text>• A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.</text>
<text> </text>
<text>• The creature has disadvantage on attack rolls.</text>
<text> </text>
<text>• An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text>
<text> </text>
<text>Source: Player's Handbook, p. 50</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Rage Beyond Death (Path of the Zealot)</name>
<text>Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.</text>
<text> While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points..</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 11</text>
</feature>
</autolevel>
<autolevel level="15">
<feature>
<name>Persistent Rage</name>
<text>Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
</feature>
</autolevel>
<autolevel level="16" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (4th)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
</feature>
</autolevel>
<autolevel level="18">
<feature>
<name>Indomitable Might</name>
<text>Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
</feature>
</autolevel>
<autolevel level="19" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (5th)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
</feature>
</autolevel>
<autolevel level="20">
<feature>
<name>Primal Champion</name>
<text>At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.</text>
<text> </text>
<text>Source: Player's Handbook, p. 49</text>
<modifier category="ability score">strength +4</modifier>
<modifier category="ability score">constitution +4</modifier>
</feature>
</autolevel>
</class>
<class>
<name>Bard</name>
<hd>8</hd>
<proficiency>Dexterity, Charisma, Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, Survival</proficiency>
<spellAbility>Charisma</spellAbility>
<numSkills>3</numSkills>
<autolevel level="1">
<feature optional="YES">
<name>Starting Bard</name>
<text>As a 1st-level Bard, you begin play with 8+your Constitution modifier hit points.</text>
<text> </text>
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
<text>• Armor: light armor</text>
<text>• Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords</text>
<text>• Tools: three musical instruments of your choice</text>
<text>• Skills: Choose any three</text>
<text> </text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>• (a) a rapier, (b) a longsword, or (c) any simple weapon</text>
<text>• (a) a diplomat's pack or (b) an entertainer's pack</text>
<text>• (a) a lute or (b) any other musical instrument</text>
<text>• Leather armor and a dagger</text>
<text> </text>
<text>Alternatively, you may start with 5d4x10 gp and choose your own equipment.</text>
<text> </text>
<text>Source: Player's Handbook, p. 51</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Bard</name>
<text>To multiclass as a Bard, you must meet the following prerequisites:</text>
<text>• Charisma 13</text>
<text> </text>
<text>You gain the following proficiencies:</text>
<text>• light armor, one skill of your choice, one musical instrument of your choice</text>
<text> </text>
<text>Source: Player's Handbook, p. 163</text>
</feature>
</autolevel>
<armor>light armor</armor><weapons>simple weapons, hand crossbows, longswords, rapiers, shortswords</weapons><tools>three musical instruments of your choice</tools><wealth>5d4x10</wealth>
<autolevel level="1">
<slots>2, 2</slots>
</autolevel>
<autolevel level="1">
<feature>
<name>Spellcasting</name>
<text>You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.</text>
<text> </text>
<text>Cantrips:</text>
<text> You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.</text>
<text> </text>
<text>Spell Slots:</text>
<text> The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.</text>
<text> For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.</text>
<text> </text>
<text>Spells Known of 1st Level and Higher:</text>
<text> You know four 1st-level spells of your choice from the bard spell list.</text>
<text> You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.</text>
<text> Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.</text>
<text> </text>
<text>Spellcasting Ability:</text>
<text> Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.</text>
<text> Spell save DC = 8 + your proficiency bonus + your Charisma modifier</text>
<text> Spell attack modifier = your proficiency bonus + your Charisma modifier</text>
<text> </text>
<text>Ritual Casting:</text>
<text> You can cast any bard spell you know as a ritual if that spell has the ritual tag.</text>
<text> </text>
<text>Spellcasting Focus:</text>
<text> You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.</text>
<text> </text>
<text>Source: Player's Handbook, p. 52</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Bardic Inspiration</name>
<text>You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.</text>
<text> Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.</text>
<text> You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.</text>
<text> Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.</text>
<text> </text>
<text>Source: Player's Handbook, p. 53</text>
</feature>
</autolevel>
<autolevel level="2">
<slots>2, 3</slots>
</autolevel>
<autolevel level="2">
<feature>
<name>Jack of All Trades</name>
<text>Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.</text>
<text> </text>
<text>Source: Player's Handbook, p. 54</text>
<special>jack of all trades</special>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Song of Rest</name>
<text>Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.</text>
<text> The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.</text>
<text> </text>
<text>Source: Player's Handbook, p. 54</text>
</feature>
</autolevel>
<autolevel level="3">
<slots>2, 4, 2</slots>
</autolevel>
<autolevel level="3">
<feature>
<name>Expertise</name>
<text>At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.</text>
<text> At 10th level, you can choose another two skill proficiencies to gain this benefit.</text>
<text> </text>
<text>Source: Player's Handbook, p. 54</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Bard College</name>
<text>At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.</text>
<text> </text>
<text>Source: Player's Handbook, p. 54</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Bard College: College of Glamour</name>
<text>The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. </text>
<text> The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. The bards of this college are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 14</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Mantle of Inspiration (College of Glamour)</name>
<text>When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. </text>
<text> As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.</text>
<text> The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 14</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Enthralling Performance (College of Glamour)</name>
<text>Starting at 3rd level, you can charge your performance with seductive, fey magic. </text>
<text> If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. </text>
<text> If a target succeeds on its save against this effect, the target has no hint that you tried to charm it. </text>
<text> Once you use this feature, you can’t use it again until you finish a short or long rest.</text>
<text> </text>
<text>Charmed:</text>
<text>• A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.</text>
<text> </text>
<text>• The charmer has advantage on any ability check to interact socially with the creature.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 14</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Bard College: College of Lore</name>
<text>Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.</text>
<text> The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.</text>
<text> The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, 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.</text>
<text> </text>
<text>Source: Player's Handbook, p. 54</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Cutting Words (College of Lore)</name>
<text>Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.</text>
<text> </text>
<text>Source: Player's Handbook, p. 54</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Bonus Proficiencies (College of Lore)</name>
<text>When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.</text>
<text> </text>
<text>Source: Player's Handbook, p. 54</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Bard College: College of Swords</name>
<text>Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.</text>
<text> Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.</text>
<text> Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Bonus Proficiencies (College of Swords)</name>
<text>When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.</text>
<text> If you’re proficient with a simple or martial melee weaponn, you can use it as a spellcasting focus for your bard spells.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fighting Style (College of Swords)</name>
<text>At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fighting Style: Dueling (College of Swords)</name>
<text>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 15</text>
<special>fighting style dueling</special>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fighting Style: Two-Weapon Fighting (College of Swords)</name>
<text>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Blade Flourish (College of Swords)</name>
<text>At 3rd level, you learn to perform impressive displays of martial prowess and speed.</text>