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Xanathars lost notes to everything else pdf download

Xanathars lost notes to everything else pdf download

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WebOverview Download & View Xanathar's Lost Notes To Everything blogger.com as PDF for free. More details Words: 51, Pages: 87 Preview Full text Related Documents WebXanathar's Lost Notes to Everything Else - t_hann90 Flip PDF | AnyFlip. t_hann90 Download PDF. Publications: 8. Followers: Xanathar's Lost Notes to WebApr 10,  · Xanathar's Lost Notes to Everything Else lostnotestoeverythingelse XANATHAR'S LOST NOTES TO EVERYTHING ELSE Credits ON THE COVER Lead WebDownload PDF - Xanathar's Lost Notes To Everything blogger.com [pnxk70wkv] Download Xanathar's Lost Notes To Everything blogger.com Type: PDF Date: November WebXanathars Lost Notes to Everything Else 2 - Free download as PDF File .pdf), Text File .txt) or read online for free. Scribd is the world's largest social reading and ... read more




Andrew K October 25, am UTC. Would it be possible to purchase the "All Eyes on Chult" adventure separately? Benjamin T May 05, am UTC. Two things to say about the crit tables: 1 How does this interact with things like the brutal critical ability from barbarians? nat 1. Okay, roll for effect Roll for crit effect you can make a follow up attack against this target as a bonus action. Benjamin T May 02, am UTC. Benjamin T May 01, pm UTC. I as a consumer would appreciate it if each of the subclasses had a short summary of what it is and does. Because this might influence me to buy it.


For example, my assumption for the "circle of seasons" druid is that it runs on an elemental stance system like nerdarchy's overhaul of the four elements monk. That's a druid I want to play, but I can't be certain that this is actually an accurate description of the subclass. Jim H January 19, am UTC. Otis A November 30, am UTC. There are a lot of notes in the book. There are some that I know are from Xanathar. The ones with the red text. I am not sure though about blue text notes and the black text notes. Do you know the writers of those certain notes? Thank you! Cornelis H November 24, am UTC. Is the survival domain cleric identical to the one in Return of the Lizard King?


Is the entropy domain cleric the same as the one in the Lost City of Mezro? Jonathan C July 12, pm UTC. I love the ideas presented here but there are too many issues to make for confident use. I immediately noticed issues with Sacred Kin Barbarians cantrips and the Way of Atonement Monk. Gotta fix this up with revisions or errata or something. Cameron P April 11, pm UTC. Prior to purchasing this I'd been working on a similar Barbarian subclass concept. But to grant the BA attack advantage if the cantrip did damage?


With enough confidence in your cantrip to-hit you can forego attacking recklessly at all. Perhaps even more glaring an issue in my opinion, though, is the Burghal Explorer's "Grazing Strike" feature. With no limit to how many times it can be used "Whenever you hit a creature with a weapon attack Or any Battle Master with their Maneuver saves, etc. I WANT to love this, but I would think twice before letting any of my players use a number of these options, Gleb K June 15, am UTC. Hello, is there any way to contact you? I would like to offer to translate your product into Russian. Richard R May 31, pm UTC. Trevor A June 06, pm UTC. Richard R June 12, pm UTC. DmDomination May 28, pm UTC. I noticed there are a lot of "notes" in the module One with red writing and a circular sunburst symbol and one with blue writing with no symbology.


Who are the writers of these respective notes? Cinar D May 31, pm UTC. That is the same symbol that is in the Xanathar's Guide to Everything book, which states the notes are from the beholder Xanathar himself. Walter G. Every page of this supplement is useful to me. Even the adventure, which i specify because often times i do like to homebrew even modifications to the official [ Marc M. Nice quality print of the full colour softcover version. and arrived by post timely. The content fits seamlessly into Xanathar's guide to everything. The mini-campaign is a great bonus. The optional sanity and Corruption rules are a nice exten [ Austin B. At first I thought this supplement was okay, but after looking at it closer, it has an inexcusable amount of balance issues in its subclass additions.


It seems that no thought at all was put into whether the classes would actually be playable or multic [ Micah I. Abseloutly love it. its a must have for the shelf and for your laptop. With tons of additional archetype options, baeutiful art. Its a must have. Bryan H. The print on demand option is fantastic, this made for an excellent supplement at my table. The archetypes range from "middle of the road" to "woah, it can do WHAT?! The adventure was perfe [ See All Ratings and Reviews. Browse Categories. Honor Among Thieves Spotlight.


Guild Adept. Keys from the Golden Vault. Rime of the Frostmaiden. Previous Storylines. Product Type. Core Rules. Character Options. Resources for DMG Creators. RPG Media. Tabletop Essentials. Gift Certificates. Family Oriented. Pulp Action. Arcavios Strixhaven. Forgotten Realms. More Settings. Plane Shift. If they possess no more slots of that level, they instead gain a level of exhaustion. See the Divine Domain class feature for how domain spells work. Apparently these losers worship a big floating ball of death. I respect that. C an't say. I'd ever want t o At 8th level, you add your Wisdom modifier to the damage you deal with any cantrip. Emissary of Entropy At 17th level, you have advantage on saving throws against spells. In addition, when you succeed on a saving throw against a spell, you gain 5 temporary hit points for each slot level of the spell. Survival Domain Clerics and shamans of primitive tribes living in harsh environments have no greater mission than ensuring the survival of their tribes.


The gods of survival often have other domains in similar realms, such as life or nature. The worshippers who work within the Survival domain, however, are much more primal and brutal than their counterparts. They are more likely to remain in their territories, nurturing and protecting their flocks, but fighting fiercely when a threat invades their lairs. Survival Domain Features Cleric Level Features 1st Bonus Proficiency, Stand the Fallen 2nd Encourage the Troops, Push the Limits 6th Potent Spellcasting 17th Protection of the Tribe Domain Spells You gain domain spells at the cleric level listed in the Entropy Domain Spells Table. Survival Domain Spells Cleric Level Spells 1st create or destroy water, false life 3rd locate animals or plants, prayer of healing 5th fear, protection from energy 7th death ward, dominate beast 9th antilife shell, greater restoration Bonus Proficiency When you choose this domain at 1st level, you gain proficiency in the Survival and Nature skills.


Your proficiency bonus is doubled for any ability checks you make that use those skills. Stand the Fallen Also starting at 1st level, when you cast the spare the dying cantrip, you can make the following changes to the spell: change the range from touch to 30 feet, and the creature gains 1 hit point instead of becoming stable. You can use this feature a number of times equal to your Wisdom modifier a minimum of once. You regain all expended uses when you finish a long or short rest. Channel Divinity: Encourage the Troops Starting at 2nd level, you can use your Channel Divinity to bolster the fighting abilities of your allies.


As an action, you present your holy symbol and invoke the survival instincts of your deity. Each allied creature that can see you gains advantage on their next melee or ranged weapon attack before the start of your next turn. If their attack hits, the allied creature also regains hit points equal to your cleric level. Channel Divinity: Push the Limits At 6th level, you can use your Channel Divinity to strengthen the resolve your allies. All allied creatures within 30 feet of you gain temporary hit points equal to your cleric level. Potent Spellcasting At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Protection of the Tribe Starting at 17th level, you can use a bonus action to make one allied creature who you can see immune to damage for a short time.


The chosen creature is immune to all damage until the start of your next turn. You regain the use of this ability when you finish a long rest. As an action, you can expend one use of your Wild Shape and choose one creature you can see within 60 feet of you that has at least 1 hit point. That creature must make a Constitution saving throw; a creature can choose to fail this saving throw if it wishes. As a bonus action, you cause nature to focus directly on the creature to much greater effect. Its movement speed is reduced by 10 feet. Fade Rot.


A creature is afflicted with pestilence and disease, causing it to suffer one level of exhaustion, and regains only half the normal healing from spells and effects. Using your bonus action, it takes necrotic damage equal to your Wisdom modifier minimum of 1 damage. The season of harvest reaps the bounty and readies the land for renewal. As a bonus action, you cause flames to flash across the target dealing 1d6 fire damage, and causes the target to ignite in flames. At the start of each of its turns, or until the shroud ends, the target takes fire damage equal to your Wisdom modifier minimum of 1 and sheds bright light in a foot radius and dim light for an additional 10 feet. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames such as being submerged in water.


Circle of Seasons Druids of the Circle of Seasons learn early in their trials that all things are transient. All things that live must die, and those things that don't live are worn away by the wind and rain. Circle of Seasons Features Druid Level Features Bonus Cantrip Starting at 2nd level, you learn one additional druid cantrip of your choice. At 6th level, when the target creature of your shroud dies, you can use your reaction to reclaim some of its life force and instantly use it heal yourself or another creature within 60 feet of you a number of hit points equal to your druid level.


While you concentrate on the shroud, each creature that starts its turn in the area, or moves there for the first time, must succeed on a Constitution saving throw or be affected by its season. Additionally, while you concentrate on your shroud, you gain resistance to the damage type of the season in effect. I hate nature spirits. They're always so high and mighty, flaunting themselves like we owe our very existence to them. Why are you looking at me like that, Sylgar? Makes me w onder. s ll ro sh fi t ha t n te of w just ho Natural Duality Starting at 14th level, the size of your swells to 20 feet and power of each seasons effects and damage doubles.


Additionally, while you concentrate on your shroud, you can cast a concentration spell at the same time. The first time you would fail a saving throw to maintain concentration the spell fails, and the shroud remains. Circle of The Spiritlords Ages ago, nature priests with a greater connection to the spirit realm believed the world itself to be formed from a group of elemental and primordial spirits, each specifically charged to harness one of the major elements of creation. This band of tribal druids developed a set of ritual practices that allowed them to summon these spirits, whose essence now resides in every rock, tree, and breath of air, controlling the ebb and flow of nature not only in their homeland, but in all lands beyond. This order of priests were known as spiritlords.


Spiritlords begin their journey with the rites handed down by those before them, specifically, the ritual to create a special mask from an ironwood tree. This mask allows the spiritlord to play host to the spirit-elementals roaming this world. As the spiritlord grows in power and gains a heightened level of attunement to the spirit world, their mask transforms along with them, being altered with new carvings, ritual paints, and brands that symbolize the bond between the druid and the spirits they carry within. You can select one additional spirit-element at 6th level and again at 10th level. Additionally, you can cast the find familiar spell, which bears features similar to your chosen spirit-element glowing skin, fiery eyes, a thorny tail, etc. Once you cast find familiar using this feature, you can't cast it again until you finish a long rest. If the mask is lost or destroyed, creating a new mask for your spirit-element takes 8 hours of uninterrupted time, which you can accomplish during a long rest.


Spirit Bond Spirit Type Fledgling Conduit Empowered Conduit Damage Type Earth mold earth magic stone Poison Fire control flame create bonfire Fire Water shape water frostbite Cold Wind gust thunderclap Lightning Light dancing lights sacred flame Radiant Shadow minor illusion chill touch Necrotic Empowered Conduit At 6th level, your mask channels the destructive powers of your spirit element. You gain the cantrip in the Empowered Conduit column on the Spirit Bond table. Further, when your connection with the spirit realm strengthens enough to host an additional spirit-element, you can switch between them with an action. When you do, you gain the benefits of the mask's current bond and your familiar can take on a similar appearance. No matter how many spirits inhabit your mask, you can only ever call on the aid of one at a time. Vigilant Spirits Starting at 10th level, you add your Wisdom modifier to the damage you deal with any druid cantrip and, each time you switch to a different spirit-element within your mask, you gain resistance to that damage type.


Honored Host At 14th level, you have become a beacon for the spirits who wish to affect the world through you. You gain access to all of the spirit-elements listed on the Spirit Bond table, and can switch between them with a bonus action, and your spells ignore resistance and immunity to that damage type. Fighter Dragoon Features We're not all just weapons and armor, you know. Some of us have other talents. Sure, they all result in someone getting hurt really, really bad, but you've got to have a little variety every now and then. Dragoon A mounted soldier's primary objective is to carve a swath through the enemy lines, breaking the ranks of footmen for his or her infantry to exploit. Dragoons are elite combatants, selected from the ranks of standard cavalry soldiers for their prowess in battle and exceptional mounted dexterity.


Their specialized training focuses as much on scouting and survival as it does advanced unit tactics, creating warriors who are just as effective on their own as with the main body of an army. While the refined techniques of the dragoon are typically employed by the regimented armies of humans, elves, and dwarves, there are tribes of barbarians and even wolf-mounted goblins that have cultivated a form of this style with their favored blade or axe. These weapons share the length and weight of a longsword, with the curvature of a scimitar, and are designed to be light enough for use in one hand, but not for two-weapon combat. When you choose this archetype at 3rd level, your cavalry weapon deals 1d8 damage, regardless of its damage die. In trained hands, the saber is a graceful and deadly weapon but even a seasoned fighter might find them clumsy when dealing with its balance.


Certain cultures dragoons might favor raiding axes or falchions but it is common practice for units to be familiar with the weapons and tactics of their counterparts. Elevated Control While cavalry traditionally refers to a mounted soldier on horseback, many armies cultivate whatever animal is best suited to the purpose in that region. When you choose this archetype at 3rd level, you have advantage on Wisdom Animal Handling and Charisma Persuasion checks made to influence any beast with the capacity to be used as a mount. Hmm… Xaanathar. How about we put one of these dragoons on top of a dragon?


Versatile Combatant At 3rd level, through rigorous training your mastery of cavalry weapons makes you effective in heavy armor, but even more so in medium or light armor, allowing a rakish freedom to press a tactical advantage in any situation. When wearing medium armor, you add double your Strength modifier to damage rolls with your cavalry weapon and your speed increases by 5 feet. While you're mounted, the speed of your mount also increases by 5 feet. When unarmored, or wearing light armor, your proficiency bonus is doubled for any attack rolls you make with your cavalry weapon, in addition to the benefits of wearing medium armor, and your speed increases by an additional 5 feet, to a total of 10 feet. While you're mounted, the speed of your mount also increases in this way. Additionally, when you use the Attack action to attack with a cavalry weapon, you can use a bonus action to attack with a loaded one-handed ranged weapon you are holding.


When you take the Attack action, you can forgo one of your attacks and use your Move action to move least 20 feet in a straight line. On a failed save, a creature is pushed 5 feet in a direction of your choice and falls prone. Creatures have disadvantage on this saving throw if you are mounted. Flanking Maneuvers At 10th level, your battlefield awareness allows you to sense a retreat and cut it off as it happens. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction. Strategic Stride Starting at 15th level, moving through difficult terrain costs you, or your mount, no extra movement.


You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Runeguard The runeguard seeks the magical power within ancient languages, and to hasten the speed of their blade and strengthen of their armor by imbuing them with the power of these runes. While these names are known to you as the basis for empowering your equipment, their application continues to require diligent study, constant trial, and repeated error to evoke the unique properties from each variant invocation. Runecraft At 3rd level, you learn augmentations that utilize the master runes to enhance your martial prowess.


Ritual Crafting. Each runic combination must be inscribed and empowered into your equipment over the course of 8 hours, which can be done during a long rest. Each piece of equipment must be within your reach throughout the ritual, at the conclusion of which, you infuse a part of your being into the runes, causing them to glow slightly with your own spiritual essence. Runic Augmentations. Once you activate one of your runic augmentations, you must finish a short or long rest before you can use it again. You learn two additional augmentations at 7th, 10th, 15th, and 18th level. Each time you learn new augmentations, you can choose to replace one you already know with a different one. Augmentation Activation. You can activate one of these augmentations on your turn using your bonus action to empower your attacks Sokn , your reaction to entrench your defenses Vard or skillfully enhance another ability Hagr with your action.


While you concentrate on a rune, you can cast spells but you can't concentrate on a rune and a spell at the same time. You gain the ability to concentrate on two runes at once at 10th level. Saving Throws. Some of your runic augmentations require your target to make a saving throw to resist the effects. Additionally, you double your proficiency bonus when making Intelligence checks that involve identifying magical writing, such as arcane sigils or divine text. Eyes of the Arcanist Starting at 7th level, if you spend at least 1 minute observing the flow of magic in the immediate area, you can detect familiar patterns in the weave. The DM tells you the general location of magic writing used in rite or ritual within 60 feet of you, whether active or dormant, and you know the type arcane, divine, or otherwise of any script you sense but not its exact purpose or power.


You can use this feature a number of times a day equal to your proficiency bonus. Choose one Tal effect from the runes you have active, and all active augmentations go dormant until you finish a short or long rest. You can still use other augmentations you have yet to activate. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 15th level, you can use this feature twice before a rest, but only once per turn. Runic Mastery At 18th level, you can have three runes activate and you no longer need to concentrate on your runic augmentations.


In the ancient tongues, the augmentation can be said before or after the rune. Sokn Attack Augmentation You can activate a rune with the Sokn augmentation as a bonus action. Once per turn, when you hit a creature with a weapon attack, you ignite the target. At the start of each of the burning creature's turns, it takes 1d4 fire damage for each time you've burned it, and it can then make a Constitution saving throw, ending the effect of all such burns on itself on a success. Alternatively, the burned creature, or a creature within 5 feet of it, can use an action to make a Wisdom Medicine check against your runic save DC, ending the effect of all burns on it on a success. When you hit a creature with a weapon attack, it can't take reactions until the start of its next turn. Once per turn, when you hit a creature with a weapon attack, you deal an additional 1d4 necrotic damage and you recover hit points equal to the necrotic damage dealt. When you hit a Large or smaller creature with a weapon attack, it must make a Strength saving throw, falling prone on a failed save.


When a creature hits you with a melee attack, you can use your reaction to make a melee weapon attack against that creature. Vard Defense Augmentation You can activate a rune with the Vard augmentation as a reaction. When you are hit by a melee attack, the attacker takes fire damage equal to your proficiency bonus. When you are hit by a melee attack, the damage you take from the attack is reduced an amount equal to your proficiency bonus. You gain a bonus to saving throws made to resist being frightened equal to your Constitution modifier. You have advantage on saving throws made to resist being moved against your will. Ranged attacks made against you have disadvantage as wind whips around you. These runeguards sound like walking metal scrolls over fleshy bits. Seems a bit over-complicated, but I suppose lesser beings have gone to greater lengths to attain power.


You really are a pompous f leshy bit. Hagr Ability Augmentation You can activate a rune with the Hagr augmentation as an action. This rune must be inscribed on your body to be activated. You can add your Constitution modifier to your Strength Athletics and Dexterity Acrobatics ability checks. You ignore difficult terrain and can walk safely across still or gently moving water. You have advantage on death saving throws and Constitution saving throws made to maintain concentration. Your movement speed increases by a number of feet equal to 5 times your Constitution modifier minimum 5 feet. This rune manifests in the air around you when activated. Each creature within a 5-foot-radius of you must make a Dexterity saving throw, taking fire damage equal to 2d6 × the number of runes you have active on a failed save, or half as much damage on a successful one. An eruption of magical frost blasts from you in a radius equal to 10 feet × the number of runes you have active.


All creatures of your choice within the area must succeed on a Strength saving throw or be restrained for a number of rounds equal to the number of active runes. At the end of each of their turns, they can repeat the saving throw to break free. Life spirits swirl about you in a 5-foot-radius. All creatures of your choice within that radius regain hit points equal to 1d6 × the number of runes you have active. You release your runic power in an arc before you, creating a cone of difficult terrain as jagged earth erupts equal to 5 feet × the number of runes you have active. When a creature enters this area for the first time on a turn or starts its turn there, it takes 2d4 slashing damage. A furious cyclone whips up a strong wind around you. All creatures within a foot-radius must succeed a Strength saving throw or take 1d10 bludgeoning damage, be pushed a number of feet equal to 5 × the number of runes you have active minimum of 5 feet , and fall prone.


familiar 'm I y sa 't n a c Atonement? I cept. with the con Monk Getting your enemies to understand your point of view is a greater victory than leaving them with broken jaws. Though sometimes you need to break a few jaws to get them to see things your way. Way of Atonement Monks of the Way of Atonement seek absolve themselves for their past transgressions, sins, and current indiscretions by giving up their possessions and atoning through peaceful and selfless service. Feared by those with wealth, and praised by those who lack it, these monks are easy to spot in their dusty burlap robes and bare feet. The Atoned sacrifice, not only in material possessions but, flesh to find their way to forgiveness and often carve or brand the markings of the gods on their skin in homage. In exchange for the strength to seek perfect purity in an existence full of ambition and hubris, followers of this path endeavor to abstain from anger, envy, and corruption.


As part of their atonement, they learn to encourage wicked and vile denizens of their world to repent using only a heavy, unadorned club that each refers to as their penance. To take this path, the acolyte must commit to the poorest lifestyle, renouncing all that they were before atonement. Way of Atonement Features Monk Level Features 3rd Atonement, Penance, Strength of Faith 6th Armament of Atonement 11th Labor of the Gods 17th Enlightened Voice Atonement When you choose this tradition at 3rd level, you can channel your vitality to fuel your wrath. You have a pool of Atonement Dice, represented by a number of d8s equal to your monk level which you can use to empower your Way of Atonement features.


You regain all expended dice when you atone at the end of a short or long rest. Atonement requires deep contemplation, and usually making amends for the pain you inflict on others by inflicting that pain on yourself during contemplation or prayer. To atone, roll the Atonement Dice you spent and add them together. You deal bludgeoning, piercing, or slashing damage to yourself equal to the total. You deal this damage after you regain hit points from any Hit Dice you spend at the end of a short or long rest. Your penance and unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when you reach 6th level, you lose 1 Atonement Die for each permanent magic item you currently own, except for your penance, and lose 1 Atonement Die whenever you acquire a new permanent magic item.


Labor of the Gods At 11th level, constant suffering has made you no stranger to pain. When you are reduced to 0 hit points but not killed outright, you can use your reaction to spend an Atonement Die, roll it, and recover hit points equal to that number plus your Constitution modifier. At 17th level, you gain one additional use of this feature between rests, and can spend any number of Atonement Dice to when you do. You perform these prayers over the course of 1 hour, which can be during a short rest. During this ritual, you carve notches that represent your past atonements, and each time you take a short rest, you're compelled to consider any additional sins you have committed and add notches to its stock to atone. Strength of Faith At 3rd level, you learn to focus your anger to strike harder, delivering justice with your penance at the expense of your own vitality.


When you hit with an unarmed attack or a club, you can channel your zeal through your ki and spend Atonement Dice to add an additional 2d8 force damage for each you spend. When you use this feature, you can expend 1 ki point and spend a number of Atonement Dice equal to half your monk level or less. Additionally, when in counsel with any creature that you're able to speak with, and can understand you, you can spend a number of Atonement Dice equal to half your monk level or less and add the total to the result of any one Charisma, Intelligence, or Wisdom check or saving throw. Way of Empathy Monks of the Way of Empathy follow the tradition instilled with compassion for all living beings.


While their training includes martial practice as a form of selfdiscipline, their teachings also focus on a healing art of rare form, known as Empathy. Using these techniques, they learn to manipulate the ki to transfer malady and pain from another to themselves. Some members of this tradition dedicate themselves to the sick and the poor, while others find their calling side by side with soldiers, rehabilitating the fallen in battle. Their scars might telltale of thousands of warriors, without ever feeling the cold of steel against their own flesh.


Don't know those! Now you're just making up words We also have words like hon or and sympat hy. Might want to look tho se up someday, Eye-ball. Way of Empathy Features Monk Level Features 3rd Healing Chakra, Empathy 6th Sense Emotion, Empathetic Bond 11th Adrenal Surge 17th Improved Empathetic Bond Healing Chakra When you choose this tradition at 3rd level, you learn to extend the bounds of your internal fortitude through focus and deep concentration to recover from injury at an accelerated pace. During a short rest, when you roll a hit die to regain hit points, you regain twice the number rolled before adding your Constitution modifier.


Empathy At 3rd level, your depths of compassion allow you to take the wounds of others at the cost of your own health. As an action, you can expend 1 ki point to touch a creature and heal a number of hit points up to 5 × your monk level. You take damage equal to the amount of hit points healed. Sense Emotion At 6th level, you can unlock the chakra pathways within other creatures. You learn the friends cantrip, and can spend 2 ki points to cast calm emotions or detect thoughts. Empathetic Bond At 6th level, you can create a metaphysical link between you and another creature at the end of a short or long rest.


While the creature is within 60 feet of you it has resistance to all damage. You can also end this link on your turn as a bonus action. Adrenal Surge At 11th level, as a bonus action, you can expend 5 ki points to send a surge of adrenaline to push your allies to peak performance. Up to five creatures within 30 feet that can see you gain advantage on their next Constitution, Dexterity, or Strength ability check, attack roll, or saving throw and gains temporary hit points equal to your monk level, provided the creature can see or hear you. Improved Empathetic Bond At 17th level, you can use your Empathetic Bond feature to create two bonds instead of one, and you can use your Empathy feature as an action to replace some of their hit points if they are within 30 feet.


Additionally, while both links are active, you gain resistance to all damage, including damage from your Empathy and your Empathic Bond features. You can end one or both links on your turn as a bonus action. It's also the very reason why I'm in control right now and you're not. Of course, there are those with a bit more grace and lenity in their methods, but we can't all be Isteval. Oath of Predation Paladins who follow the Oath of Predation believe that the world can only be made perfect through utter control. Through careful planning, subterfuge and unwavering patience, these paladins create hierarchies with themselves at the top, and execute their power with impunity. Few paladins can resist the allure of unchecked power, and most succumb to the temptations of tyranny. The clearest example of these illriggers come from the Dragonlance setting, an Order known as the Knights of Takhisis. Oath of Predation Features Paladin Level Features 3rd Bonus Proficiencies, Channel Divinity 7th Perfect Domination 15th Shroud of the Illrigger 20th Hand of Manipulation Tenets of Predation The tenets of the Oath of Predation remind its adherents that the whims of their patron supersede all other oaths and laws.


Cultivate the Flock. It is not enough to gather a congregation. You must hone them to a ready point, zealous to do what is necessary with a word. Maintain Supremacy. You are the order in the midst of chaos. You vow to follow no rules other than the rigid disciplines necessary to maintain the faith. Those who deviate from the plan will die. Reward thy Followers. Engage not in needless cruelty and will treat well those who submit. Honor thy contracts but do not hesitate to steal, murder or mislead to complete your orders. World of Order. I will provide authority where it lacks and subjugate myself to the cause. Just as I do no operate with impunity, I will create and maintain a network of followers to precipitate our unquestionable dominion.


Oath of Predation Spells Planning, patience, minions! Who's making things up now? Additionally, if you are proficient in the Deception, Intimidation, or Persuasion skills, your proficiency bonus is doubled to these checks using these skills. Channel Divinity When you take this option at 3rd level, you gain the following two Channel Divinity options. Predatory Instincts. When you roll initiative, you can use your Channel Divinity to imbue your movements with foul alacrity. This damage increases to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level.


Fell Suggestion. As an action, you can use your Channel Divinity to magically enthrall another creature within 5 feet of you. If the target can see or hear you, it must succeed a Wisdom saving throw or become charmed by you for 1 minute. You can use a bonus action to issue simple commands to the charmed creature if it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn. When you issue a command, and at the end of each of its turns, the creature must succeed a Wisdom saving throw or carry out your instructions to the best of its ability on its turn.


The DM determines how the target behaves. Hand of Manipulation At 20th level, you gain the ability to execute your master plans unseen. As an action, you can magically become an avatar of deception and subterfuge, gaining the following benefits for 1 minute. Their attacks deal additional damage equal to your Charisma modifier minimum of 1. Perfect Domination Starting at 7th level, when you use your Fell Suggestion feature, you can choose to force the creature to fail its saving throw if its challenge rating is equal to or below a certain threshold, as shown below. When the creature would make a saving throw to break the effect, it does so at disadvantage. A creature subjected to your perfect domination is charmed by you for 1 hour instead of 1 minute. At 19th level, this indefinite charm extends to creatures of CR 1 or lower. They believe in their hearts that some creatures, often those who commit atrocities, are fated to die in battle.


These paladins are the executioners. Their oath gives them the power to bend destiny in their favor and send foes to their final fate. Tenets of Providence The tenets of the Oath of Providence are written in stone on the tombs of paladins undertaking this path. Embrace Destiny. When bad luck comes your way, understand it was meant to be and search for the opportunity fate has given you within your loss. Deliver Enemies to Fate. They must die by your hand. Accept that which Cannot Change. Fate is a force more powerful than the gods. Accept that there are situations in which you're powerless and take power over that you can influence. Strength in Numbers. Together with your allies, you have the power to influence fate. Destiny smiles upon those who embrace it. Oath of Providence Spells Paladin Level Spells 3rd bless, divine favor 5th aid, augury 9th bestow curse, clairvoyance 13th death ward, divination 17th commune, legend lore Channel Divinity When you take this option at 3rd level, you gain the following two Channel Divinity options.


You can use your Channel Divinity to invoke the divine to smile upon your allies. When one creature within 60 feet of you that you can see makes a saving throw, you can use your reaction to grant the creature advantage on the save, using your Channel 26 Divinity. If the effect allows the creature to take only half damage on a successful save, the creature instead takes no damage on a successful save, and only half as much damage one a failed one. Kiss of Calamity. As an action, your Channel Divinity can be used to besiege your enemies with bad luck. Each unfriendly creature that can see or hear you within 30 feet of you must make a Charisma saving throw, gaining disadvantage on all saving throws for 1 minute on a failure.


You must be conscious for this feature to have effect. Favor the Bold Beginning at 7th level, your good fortune guides your hand. Once per turn when you miss with an attack, you can choose to hit instead. When you use this feature, the creature takes extra radiant damage equal to your Charisma modifier minimum of 1. 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. Gift of Foresight Starting at 15th level, your faith grants you a prophetic glimpse into the future. When you finish a short or long rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with your prophetic roll. You must choose to do so before the roll, and you can use roll in this way only once.


When you finish a short or long rest, you lose any unused prophetic roll. Hand of Fate At 20th level, you become an agent of destiny, heavily influencing the outcome of the events around you. For 1 minute, an argent glow shines dim light from you in 30foot radius. Whenever an enemy creature starts its turn in your glow, it has disadvantage on attacks and saving throws, while you and friendly creatures have advantage on attack rolls and saving throws. As the glow fades away, you regain all expended uses of Channel Divinity, Favor the Bold, and your Gift of Foresight features. City rangers! All the benefits with none of the cons like the smell of the sweaty outdoors. Those in my employ in this city are well taken care of. I even let them keep their pets! Apply now! al leys a e th h ug ro th me ng wi llo fo y That gu these hunters.


It happens in ancient ruins, dank caves, and crowded cities. The towers are my mountains, the allies are my forest, and the criminal scum is my quarry. Burghal Explorer Burghal Explorers are at home in tight places, making their living as urban bounty hunters or guiding magical search crews through dangerous ruins. Dark slums and ruined cities, choked with thirsty weeds and decorated with crumbling remnants of once-thriving communities, become gathering points for desperate innocents—and for sneak-thieves and bandits who prey on the helpless. Burghal Explorers toe the line between the natural forest and cityscapes, moonlighting as vigilantes, or fending off unnatural horrors that reach covetously toward the darkest, deepest, plots of land. Burghal Explorer Features Ranger Level Feature 3rd Burghal Explorer Magic, Grazing Strike 7th Above and Below 11th Streetwise 15th Close Quarters Burghal Explorer Magic Starting at 3rd level, you learn an additional spell with you reach certain levels in this class, as shown in the Ruin Dweller Spells table.


It has disadvantage the next saving throw it makes before the end of its next turn. It has disadvantage on the next Strength check or attack roll it makes before the end of its next turn. Its movement speed is reduced by 10 feet until the end of its next turn. It must succeed a Strength saving throw. If it fails, you can push it up to 5 feet away from you. If it hits a wall, or other permanent structure as a result of being pushed, it takes an additional 1d6 bludgeoning damage. Above and Below At 7th level, you can identify the fastest routes across cityscapes or crumbling ruins, whether the path leads through the sewers below or the roofs above. Climbing and swimming no longer costs you extra movement and you can hold your breath for twice as long as normal.


In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Streetwise At 11th level, you disappear into crowds without hesitation. Any ranger can add urban environments as a type of favored terrain at 1st, 6th, or 10th level instead of choosing from the options in the Player's Handbook. Wasteland Wanderer Some worlds thrive, with large swathes of the land covered with flora and fauna that can be both beautiful and dangerous while other lands, or other worlds, become desolate wastelands through cataclysmic occurrences either natural or manufactured. Apocalyptic events turn the land into hazardous voids more dangerous than any monster. Only the hardiest life forms survive, and even they are often mutated into hideous reflections of their natural selves.


Forged in harsh kiln of apocalyptic survival are the Wasteland Wanderer. These rangers of ruin rely on the skills and knowledge they have gathered by surviving the terrible conditions of their world— and often helping others survive as well. Wasteland Wanderer Features Ranger Level Feature 3rd Wasteland Wanderer Magic, Vigilant Guardian 7th Trail of Trouble 11th Shared Succor 15th Safety in Numbers Wasteland Wanderer Magic Starting at 3rd level, you learn an additional spell with you reach certain levels in this class, as shown in the Wasteland Wanderer Spells table. Additionally, you can take the Disengage action as a bonus action on your turn. When you do, you can move through the space of any creature that is size Medium or larger and you ignore half cover when you make an attack against another creature.


Close Quarters At 15th level, you always gain the benefits of half cover whenever two or more creatures are within 5 feet of you. As a bonus action while holding a shield, you can grant this to benefit to one of the creatures adjacent to you until the start of your next turn or it moves 10 feet away from you. If a member of your party is surprised at the start of combat, you have advantage on initiative rolls. Additionally, you can use your bonus action to make a Wisdom Perception or Intelligence Investigation check to notice hidden enemies. If you notice a hidden creature, you can immediately move up to half your speed and make one additional weapon attack against that target, as part of that same bonus action.


When you do, you have advantage on the attack and you deal an additional 2d8 damage on a hit. You gain this benefit even while traveling at a normal pace, instead of a slow pace, while you are in your favored terrain. Additionally, you can use your Primeval Awareness feature to focus your senses to unnatural disturbances nearby. For 1 minute per level of the spell slot you expend, you can divine the types of traps to a range of 60 feet, learning how they trigger, and the type of damage they deal. When you do so, you also gain resistance to traps you identify with this feature until you finish a short or long rest. I'm all for cataclysmic events, but why would you want to stick around and explore afterward? When the Spellplague hit, I just holed up in Skullport and patiently rebuilt my guild. Having so little patience must be such a burden. Want to see patience? Tr y read ing your own notes. You real ly kn ow ho w to put the "rant" in Tyrant.. Shared Succor At 11th level, when you cast a ranger spell that restores hit points to a creature other than you, treat any dice rolled to determine the hit points regained as having rolled their maximum value, and you regain hit points equal that number plus your wisdom modifier.


At 15th level, you can choose one additional creature within range of the spell, to regain that number of hit points. You have advantage on the attack roll, and if it hits, your target has disadvantage on its next attack roll until the end of its next turn. You can use this feature a number of times equal to your Wisdom modifier minimum of 1. You regain all expended uses when you finish a long rest. There are gods that enjoy a good time, ya know. And they have enemies. Divine Herald Your strict upbringing has made you an unwavering and swift agent of divine retribution. Divine Herald Features Rogue Level Features 3rd Spellcasting, Harbinger of Faith, Dogma Votary 9th Guise of the Believer 13th Crosier of Penance 17th Last Rites Spellcasting When you reach 3rd level, you gain the ability to cast spells.


See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list. You learn three cantrips of your choice from the cleric sell list. You learn another cleric cantrip of your choice at 10th level. The Divine Herald Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. For example, if you know the 1st-level spell cure wounds and you have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. You know three 1st-level cleric spells of your choice. The Spells Known column of the Divine Herald Spellcasting table shows when you learn more cleric spells of 1st level or higher. The spells must be of a level for which you have spell slots. Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.


Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through dedicated study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Must be tough keeping anything valuable in those temples. Divine Herald Spellcasting Rogue Cantrips Spells —Spell Slots per Spell Level— Level Known Known 1st 2nd 3rd 4th 3rd 3 3 2 — — — 4th 3 4 3 — — — 5th 3 4 3 — — — 6th 3 4 3 — — — 7th 3 5 4 2 — — 8th 3 6 4 2 — — 9th 3 6 4 2 — — 10th 4 7 4 3 — — 11th 4 8 4 3 — — 12th 4 8 4 3 — — 13th 3 9 4 3 2 — 14th 3 10 4 3 2 — 15th 3 10 4 3 2 — 16th 3 11 4 3 3 — 17th 3 11 4 3 3 — 18th 3 11 4 3 3 — 19th 3 12 4 3 3 — 20th 3 13 4 3 3 1 Harbinger of Faith Starting at 3rd level, your Sneak Attack deals radiant damage instead of dealing the damage of the same type as your weapon. If you follow an evil god, it deals necrotic damage instead.


Additionally, when you hit a creature with a weapon attack on your turn, you can instill doubt in your target, causing it to question its convictions. The target must make a successful Wisdom saving throw or suffer disadvantage on the next attack it makes within 1 minute. You can use this feature an amount of times equal to your Wisdom modifier minimum of 1. You regain all uses after a long rest. Dogma Votary At 3rd level, your studies have given you a wide knowledge of religion and its impact on life. Whenever you make an Intelligence History or Religion check to recall information about the gods or their worshipers, you are considered proficient in these skills and add double your proficiency bonus to the check, instead of your normal proficiency bonus.


Guise of the Believer Starting at 9th level, your time spent among the zealous gives you impeccable insight into their mannerisms, speech patterns, and venerable demeanor, even outside of your religious affiliation. When posing as a member of a religious organization, your identity is unquestioned by the masses. You have advantage on Charisma Deception checks you make against a discerning creature to expose your guise. Additionally, you can instill further doubt in your target, granting them disadvantage in the contest with your posturing. Once you have used this feature, you must finish a short or long rest before you can use it again. Crosier of Penance At 13th level, your fire of your faith makes you difficult to extinguish. If you succeed, you can immediately roll any number of Hit Dice and regain hit points equal to the result. Last Rites At 17th level, when you hit a creature that is below its hit point maximum, you can use your Sneak Attack feature on that creature, even if you are at disadvantage.


This damage increases by 1d6 if the target is undead, fiend, or celestial. I get mine from being awesome! Sylgar tells me so Wild Knowledge Starting at 1st level, you can speak, understand, and write Sylvan and gain proficiency in the Nature skill. Fey Magic Your link to nature allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all restrictions for selecting the spell, and it becomes a sorcerer spell for you.


Nature is my nature, of course. Fey Magic Your innate magic comes from fey magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their ancestry back to a lord or lady of the Plane of Faerie. Other fey sorcerers are descendants of warlocks who of made a pact with an archfey. The vines last for 1 hour. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical damage. You must finish a short or long rest before you can before you can use this feature again.


Additionally, when you cast a sorcerer spell of 1st level or higher, you can expend 1 sorcery point to make yourself and any equipment you possess invisible until the end of your next turn. This invisibility ends early if you attack or cast a spell. Changing the damage type of a cantrip costs 1 sorcery point. Additionally, once per turn when you cast a spell of 1st level or higher you can spend all of your movement speed on your turn to teleport up to 15 feet to an unoccupied space that you can see. Warlock Anyone can make a deal with a devil. It takes real guts to make a pact with a creature of chaos or go looking for a genie.


Real guts or real crazy. Maybe a bit of both. The Chaos You have made a pact with a creature that revels in the madness and infinite possibility of the chaotic planes. Your patron could be a powerful slaad lord of Limbo, an ever-changing and roiling soup of impermanent matter and energy. Your patron could be a god of madness, such as Cyric, or a demon lord-in-exile in the depths of Pandemonium, a dark plane of tunnels carved by howling winds. Your patron could be a fearsome giant or celestial valkyrie of Ysgard, a heroic plane of soaring mountains, endless battles, and boundless creativity. Unlike devils with their carefully crafted words and contracts, your patron is beholden to nothing but its twisted whims. Many chaos warlocks find their powers to be a cruel curse, but those who embrace the chaos learn that unpredictability is their greatest source of strength. The Chaos Features Warlock Level Features 1st Pact Spells, Strings Attached 6th Tumble Through Chaos 10th Chaos Walker 14th Planar Vertigo Chaos Expanded Spells The Chaos lets you choose from an expanded list of spells when you learn a warlock spell.


The following spells are added to the warlock spell list for you. Each night, denizens from the chaotic planes visit you in your sleep to play cruel tricks but reward you with the sweetest of treats. When you roll for a new gift, it replaces the old one. Your patron sometimes makes cidyoenu ce. punch yourself? What a coin s. I do the same with my minion 33 Tumble Through Chaos Chaos Patron Gifts Trick Treat 1 You wake to eyes fogged over. You are blind beyond 5 feet. You can see invisible creatures and objects out to a range of feet. You have disadvantage on Dexterity Stealth checks whether your mouth is open or closed. Once per short or long rest, you can channel your booming voice to cast thunderwave at the level of your warlock spell slots.


You have disadvantage on Charisma Deception checks. People find you trustworthy. You gain advantage on Charisma Persuasion checks. Attacks against you are rolled with advantage. Your seemingly random and aggressive lash-outs mark your instability. You have advantage on attack rolls. You are Tiny, and your base walking speed is 20 feet. You have advantage on Dexterity Stealth checks and can take the Hide action as a bonus action. When or you make an attack roll, you always miss your target on a 1 or a 2, and hit yourself instead. Starting at 6th level, you can conjure a portal to travel through the planes of chaos. You can cast dimension door with this feature without expending a spell slot or material components. However, denizens of that plane try to hamper your progress. When you use your action to use this feature in this way, you declare your intended destination and then roll 1d4 to determine how the denizens intervene.


Whenever you would bring a willing creature with you, that creature always arrives at the intended destination unharmed. At 14th level, at the end of the turn you use this feature, you can roll 1d6 and, on a 6, you regain the use of this feature immediately. When you reappear on your original plane, at the end of your next turn, you have aged 7 days and bear a fresh scar as a souvenir of your conquests. You reappear by yourself 1d6 x 5 feet short of your intended destination. You take 2d4 psychic damage and arrive at your destination deafened for a number of rounds equal to the damage you received. Chaos Walker Your dreams are so nonsensical they would drive most creatures insane, but your senses have been dulled to the madness. Starting at 10th level, you gain advantage on saving throws against being frightened and madness checks, and your physical form begins to reflect the chaos in your mind. Bits of energy, planar residue from your travels through the chaotic planes, cling to your body in constantly shifting forms and color.


Whenever you finish a short or long rest, roll 1d6 to determine your current chaotic features. If you already have horns, magenta energy wraps around them and writhe like tendrils behind you. However, whenever your shadow is cast, it reflects a different demon shape from a tiny quasit to a hulking barlgura, watching your every move 6 Whenever someone looks at you, your nose seems to drift slowly to the side of your face but returns to its normal position when they blink. Each affected creature must make an Intelligence saving throw. On a failure, it is launched into the air 10 feet in a random direction and suspended in midair for 1 minute. While suspended, the creature is incapacitated by supernatural vertigo. You can grant advantage on this saving throw to a number of creatures of your choice, up to your Charisma modifier minimum of 1 , including yourself. On a success, a creature gains a fly speed equal to its walking speed for the duration. On a failure, the creature is launched another 10 feet in a random direction and remains incapacitated.


On a success, it gains a fly speed equal to its walking speed for the duration and is no longer incapacitated. An incapacitated creature that impacts a solid surface takes 2d6 bludgeoning damage, and the effect immediately ends, causing it to fall to the ground. The effect ends for all creatures after 1 minute, when each creature loses the fly speed gained from this feature and fall to the ground, unless they already have a fly speed. Your patron is a noble genie, a creature whose spirit is infused with the primordial essence of the Elemental Planes. These creatures are the rarest and most powerful of their kind. They aim to achieve ultimate greatness, splendor, and the reverence of all beings. Though noble genies aren't gods, they feel deserving of such veneration from their servants.


They're accustomed to wealth and opulence and treat their insatiable indulgence as an entitlement to their own power and grandeur. The Noble Genie Features Warlock Level Features 1st Expanded Spell List, Noble Patronage, Gen Vizier 6th Bargain of Power 10th Elemental Attunement 14th Genie Form Expanded Spell List The Noble Genie lets you choose from an expanded list of spells when you learn a warlock spell. Additionally, you choose the one of the four types of noble genie to be your patron as shown on the Noble Genie Patrons table below. Your choice determines several of your class features as you gain level. Noble Genie Patron Genie Type Damage Type Dao Earth Poison Djinni Air Lightning Efreeti Fire Fire Marid Water Cold Oooh, real tough when your patron can be defeated by a lamp… 35 Gen Vizier At 1st level, your patron assigns a lesser genie, a gen, to accompany you during your travels. You gain the following benefit from your gen vizier. Spell Fetching. The spell must be of a level you can cast and can be from any class spell list.


As a bonus action, you can request a spell for your gen to retrieve and it returns in a number of rounds equal to 1d12 minus your Charisma modifier minimum of 1. Well, scratch two eye minions. You must really want these notes back. I'm just borrowing them, you know. th Not quite sure he sees it at way When the gen returns, it immediately imparts the spell knowledge to you at the beginning of your turn, which you can then cast normally by expending a spell slot. You can use this feature twice between long rests at 6th level and three times between long rests at 14th level. Gen Familiar A warlock who attains the Pact of the Chain at 3rd level can choose their gen as their familiar. See appendix A for the stat blocks of each gen type.



This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA. Home current Explore. Home Xanathar's Lost Notes To Everything Else. pdf Xanathar's Lost Notes To Everything Else. pdf Uploaded by: Alexis Dragon 0 0 November PDF Bookmark Embed Share Print Download. pdf as PDF for free. Words: 51, Pages: Names of illustrators pending. Producer: Rich Lescouflair Project Manager: James Introcaso DM's Guild Adepts Admin: Christopher Lindsay Special Thanks: Jeremy Crawford, Mike Mearls, Wizards of the Coast Development Team This book includes some races, subclasses, items, and spells that originally appeared in the following products.


The Iron Bastion: Rise of the Blood Watch Ruins of Mezro Return of the Lizard King Secret Societies of Chult: Mage Hunter and Spiritlord Sundered Realms Player's Guide ON THE COVER Upon a design inspired by Hydro74's Collector's Edition illustration, Xanathar intently delves into a newly acquired tome, seeking new insights and deep secrets. Disclaimer: This product work was compiled after these lost notes were recovered by the Xanathar. We had nothing to do with them becoming lost in any way, nor are we affiliated with that crazy Aladair woman, In fact, these notes might not have been lost at all, but are part of an elaborate ruse designed by the eye tyrant. Yeah, that's our story Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.


Some artwork © Dean Spencer, used with permission. All rights reserved. All other original material in this work is © by the DM's Guild Adepts and published under the Community Content Agreement for Dungeon Masters Guild. Such is the opinion of the Xanathar, a beholder crime lord who strives to know everything there is to know about anything. Scattered about his lairs are endless troves of books, scrolls, and various treasures. Unfortunately for the young sage, the beholder crime lord sees all, and will stop at nothing to retrieve his lost notes. As she flees through the city of Waterdeep, Aladair remains unaware of the forces that pursue her from the shadows. Containing a collection of new options and tools for players and Dungeon Masters, this manual nearly doubles the amount of the new subclasses and features introduced in the hardcover.


Part One introduces new character class features, backgrounds, and a new race option. Part Three contains a short collection of adventures and new threats. What does fate hold for the wayward student? We hope you enjoy exploring this cache of lost legends and newfound tales. Another batch to be categorized. Don't worry, Sylgar. I haven't forgotten about dinner. Oh, now here's quite a find. Hi there, Mr. I'm just going to borrow this, make a few notes of my own and. maybe liven this thing up a little bit. Don't worry. You'll get it back. Part One Character Options T his section provides additional options for creating new and unique characters for players. A set of additional subclasses focusing on each of the classes provided in the Player's Handbook, five new backgrounds, and a new race option are provided. At least one subclass is provided for each character class along with a brief description and history to allow for players to truly immerse themselves into their newfound role.


Following the subclasses is a selection of new backgrounds complete with suggested features and characteristics. They can be used either as guidelines or can be interchanged with ones already available for use. The tables below identifies each of the subclasses and backgrounds available in this book. Subclasses Race Subclass Barbarian Path of the Courageous Heart Level Available Description 3rd Stout defender of the weak with the will to keep on fighting Barbarian Path of the Red Reaver 3rd Fueled by a blood rage guided only by a sense of purpose Barbarian Path of the Sacred Kin 3rd Unleashes a supernatural fury powered by an ancestral spirit Bard College of Discord 3rd Melds a variety of flourishes into a harmonious dissonance Bard College of Keys 3rd Applies charms toward manipulation of creatures and objects Bard College of Mourning 3rd Ushers the souls of the departed by celebrating their lives. At least it works up an appetite.


Someone is bound to put you down someday. Wait and see. Matter at Hand When you choose this path at 3rd level, you gain proficiency with improvised weapons and unarmed strikes. Barbarian The rage that lies within the soul of a barbarian can take many forms. It can be summoned equally with a sense of purpose, a fire of passion, or a cold vengeance. Regardless of its source, a dreaded fate awaits any who stands in its path. Path of the Courageous Heart For some adventurers, their internal reservoir of fearlessness and gallantry might border closer to foolhardiness. An intrepid do-gooder might take the first step down this path by complete accident, meddling in affairs they ought not and finding themselves unable to turn back. These brawlers might not be as graceful as trained fighters, but they're guardians of the weak, and what they lack in polish they make up for in valor.


Path of the Courageous Heart Features Barbarian Level 6 Features 3rd Matter at Hand, Favor the Bold 6th Hearty Blow 10th Stroke of Inspiration 14th Heroic Tenacity Favor the Bold At 3rd level, when the adrenaline kicks in, primal instinct propels certain heroes to awe-inspiring feats, seeming to add just a smidge of luck at the right moment. While raging, whenever you make a saving throw, or an attack roll with an unarmed strike or improvised weapon, you can roll a d4 and add the number rolled to the total. This feature increases in potency as you gain barbarian levels to 2d4 at 10th, and 3d4 at 14th level.


Stroke of Inspiration At 10th level, you seem to stumble upon the right clue, connection, or words, even when you have no idea what is going on. When you fail a Charisma, Intelligence, or Wisdom-based ability check, you expend a use of your rage to reroll the check with advantage. Tenacious Heart At 14th level, whenever you make a Constitution saving throw to remain conscious because of your Relentless Rage feature, you can use one of the following Tenacious Heart options of your choice. You can use only one Tenacious Heart option per round and must decide before you make the roll. You inspiring last stand fills your allies with renewed vigor. Allies within 30 feet of you that can see or hear you gain 10 temporary hit points.


The DC of your Relentless Rage feature is reduced by 5 until the end of your turn. Your heroic refusal to die fills your allies with confidence. All allies within 30 feet of you that can see or hear you gain advantage on the next attack roll they make within the next 1 minute. The barbarians that follow this path fuel their rage with this pursuit of purpose. For those that live long enough, their discipline becomes almost monk-like in its meditation, chasing their sense of self through the arteries of those they deem worthy in battle. As wizards live to slake their thirst for knowledge, barbarians who follow the Path of Red Reaver are usually drawn to the greatest challenge in the field, not for bragging rights, or even to turn the tide of battle, but to further discern their place in the veins of their world. Path of the Red Reaver Features Barbarian Level Features 3rd Devourer, Sanguine Scent 6th Blood Hound 10th Blood of the Pack 14th Sanguine Clarity Devourer Starting when you choose this path at 3rd level, your thirst for blood channels the life-force of your foes to sustain you.


When you're raging and below half of your hit point maximum, at the start of your turn you can enter a Devouring Rage by expending any number of Hit Dice as a bonus action. For the duration of your Rage, your weapons become magical for the purpose of overcoming damage resistances and immunities, and on a hit, you regain a number of hit points equal to 1 plus the number of Hit Dice you spent. On a critical hit, you restore twice that amount of hit points. Your target must have blood in order for you to regain hit points from an attack. Your Devouring Rage ends once you reach your hit point maximum or you exit your Rage whichever happens first. Sanguine Scent Also at 3rd level, your senses become preternaturally attuned to the scent of blood. As an action on your turn, you can draw a deep breath to immediately track the scent of creatures around you.


For the next 10 minutes, you're able to smell the approximate number of living creatures within 60 feet of you. You can differentiate the type but not the identity of any specific creature. If you know the creature you're looking for and have access to one of its possessions, you can focus solely on that target. On a failure, you learn the direction and approximate distance to that creature, and are able to follow its scent even through terrain that would normally cover its scent, like running water. When you finish a long rest, you regain all expended uses. You must be able to breathe in order to use this feature. Blood Hound When you reach 6th level, your mystic connection to blood has honed your sense of smell to mythic proportions.


Blood of the Pack At 10th level, your wild blood fury is tempered by the bond you share with your allies. While your current hit point total is at least half of your hit point maximum, you can expend any number of Hit Dice as an action to heal an equal number living creatures other than you within 10 feet of you. On your turn, roll 1 Hit Die for each creature you target with this feature. Repeat the process for each creature you choose. Sanguine Clarity Starting at 14th level, your rage becomes focused and precise, rather than wild and wrathful. When you enter a rage or a Devouring Rage you may expend up to 3 Hit Dice to increase the critical range of your attack rolls for the duration of your rage.


For example, if you expend 2 Hit Dice, your weapon attacks score a critical hit on a roll of 18, 19, or If you already score a critical hit on a roll lower than 20 due to other class features or effects, this feature allows you to expand your critical range even further. These stories, told since the first sunrise, act as guiding parables when a tribe or people faces a crucial juncture in their fate. When the gift manifests itself it is easily recognized often celebrated. There are instances, however, when it is perceived as an omen. Path of the Sacred Kin Features Barbarian Level Features 3rd Spellcasting, Ancestral Origins, Mythic Manifestation, Supernatural Fury 6th Metamagic, Transcendent Legacy 10th Ancestral Guidance 14th Immortal Birthright Spellcasting When you reach 3rd level, you channel your ancient blood to harness the power of your forbearer. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. You learn three cantrips of your choice from the sorcerer spell list.


You learn an additional sorcerer cantrip of your choice at 10th level.



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Every page of this supplement is useful to me. It has disadvantage the next saving throw it makes before the end of its next turn. Did you spend time in the glory of eternal battle is Ysgard? Choose a belief that defines you as a heretic, or roll on the table below. If the creature attempts to cast a spell with a casting time of 1 action, roll a d



Customer Questions FAQ. Evil 3 Individuality. Affiliate System. You're used to being under pressure and to folks talking about you both to your face and behind your back. If you use this feature again before you finish a long rest, you take 1d12 necrotic damage for each level of the spell, immediately after the healing affect occurs. Performing the bonding ritual takes 1 hour, xanathars lost notes to everything else pdf download may be done during a short rest. secret tunnel.

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