Xanathar guide to everything pdf -download
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Visit our blog for a full explanation. Our way of saying thanks! Each tattoo a barbarian displays contributes to that individuals identity. If your character wears tattoos, what do they look like, and what do they represent? Barbarians tend to travel light, carrying little in the way A necklace made from the claws ofa young cave bear that you slew singlehandedly as a child A small leather pouch holding three stones that Etched on the backs ofyour hands are the paws of a cave bear.
The antlers of an elk are inked across your back. Images ofyour spirit animal are tattooed along your weapon arm and hand. The eyes ofa wolfare marked on your back to help you see and ward off evil spirits. Some follow gods and look for guidance from those deities in the cycles of nature and the animals they en— counter. These barbarians believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power.
Other barbarians trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.
These beliefs are often passed down within a family or shared among the members of a clan or a hunting group. If your barbarian character has any superstitions, were they ingrained in you by your family, or are they the result of personal experience? Never trust a wizard. That's why they live underground.
Magical things bring trouble. Never sleep with a magic object within ten feet of you. When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
These tattoos tell sagas of victories against terrible monsters and other fearsome rivals. The effect on the target ends early ifyour rage ends. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class. When you do so, you cast the augury 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. 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. Their rage grants them superior strength, durability, and speed.
Barbar— ians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian ofthis path taps into the forces of nature to create pow- erful magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Mo musician. The aura extends 10 feet from you in every direction, but not through total cover. 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. You can change your environment choice whenever you gain a level in this class. The damage increases when you reach certain levels in this class, in— creasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
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.
When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits 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. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. 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. Each creature of your choice has the damage resistance you gained from the Storm Soul fea ture while the creature is in your Storm Aura. The effect is based on the environment you chose for your Storm Aura.
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. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw.
On a failed save, the creature is knocked prone, as if struck by a wave. 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 turn, as magical frost covers it. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
You can use this ability only once per rage. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten 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. In general, the gods who violence. Not all are evil, but few are good. 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. Bards are preservers of ancient history, their songs and tales perpetuating the memory of great events down through time—knowledge so important that it is memorized and passed along as oral history, to survive even when no written record remains.
Can one tap into the source ofthot power? But the question i aslryou is. You can add some unique aspects to your bard character by considering the suggestions that follow. These performances are spoken about for years by those who View them, and some spectators have had their lives forever changed because of the experience.
But in order to make any sort of living at your profession, chances are you already have a piece or two in your repertoire that have proven to be audience pleasers. Yet what truly sets bards apart from others—and from one another—are the style and substance of their performances. Some bards are generalists who can draw from a wide range of topics for each performance, and who take pride in their versatility. Others adopt a more personal approach to their art, driven by their attachment to..
You are on a quest to identify the essence of true love. You are on the trail. T Embarrassment. A bard who follows a muse generally does so to gain a deeper understanding of what that muse represents and how to best convey that understanding to others through performance.
Ifyour bard character has a muse, it could be one of the three described here, or one of your own devising. You feel a kinship with the natural world, and its beauty and mystery inspire you. Conflict can bring out the best in lifutiahg? Ulq; w Haw Ooh; i. I l some people, causing their heroic nature to shine forth and transform the world, but it can cause others to grav— itate toward darkness and fall under the sway of evil.
Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff Of leg- end. These bards 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, misusing their magic to turn their hosts into thralls.
Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance.
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.
The number of temporary hit points inoreases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you.
This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has nO hint that you tried tO charm it. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends as if you were concentrating on a spell.
During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.
Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated.
On a successful save, it can attack you I if! Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. 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, bringingjustice to bear against the cruel and powerful. Blades who abandon their 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. Choose one of the following options. Two-Weapon Fighting. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the follow- ing Blade Flourish options of your choice.
You can use only one Blade Flourish option per turn. Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet ofyou. The damage equalsthe number you roll on the Bardic Inspi— ration die. Mobile Flourish.
You can expend one use of your Bar— dic InSpiration to cause the weapon to deal extra dam— age to the target you hit. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. For this reason, members of this college rarely reveal their true nature. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reac— tion.
You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. The information is enough that you can pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Wisdom Insight check contested by your Charisma Deception check. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
The charmed creature obeys your commands for fear that you will reveal its secret. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach cer5d6 at 10th level, and 8d6 at 15th level. At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the On a failed saving throw, the target is charmed by you damage it, or force it to make a saving throw.
It interprets the whispers as a description of its most mortify— ing secret. You gain no knowledge of this secret, but the do so. It grants you favors and gifts it would offer to a ing of why it held you in such fear. The target is frightened in this way for 1 hour, until it is at— tacked or damaged, or until it witnesses its allies being attacked or damaged.
H --"'. TEMPLE Most clerics start their lives of service as priests in an order, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candidates typically receive instruction from a cleric of a temple or another place of study devoted to their deity. Some temples are cut off from the world so that their occupants can focus on devotions, while other temples open their doors to minister to and heal the masses.
What is noteworthy about the temple you studied at? Acolytes of several like—minded deities all received instruction together in your temple. You come from a temple famed for the brewery it operates. Some say you smell like one of its ales. You served in a temple in the Outer Planes. Your deep, dark secret might involve something you did or are doing , or it could be rooted in the way you feel about the world and your role in it. Or is it the deity who sees the potential in a person and calls that individual into service?
However clerics come into being, the world needs clerics as much as clerics and deities need. Many clerics have items among their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Thepower the divine offers is great. You try to ignore the creature, but sometimes its advice is helpful.
You acknowledge the power ofthe gods, but you think that most events are dictated by pure chance. Even though you can work divine magic, you have never truly felt the presence ofa divine essence within yourself.
You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression. FORGE DOMAIN ——--'-' -- The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords.
The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beau— tifully wrought object.
Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by ores, and uncover rare and wondrous materials necessary to create potent magic items.
Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. See the Divine Domain class feature for how domain spells work. Some clerics, especially in a world like Eberron, serve a Cleric Level Spells lst identify, searing smite 3rd whole pantheon, rather than a single deity.
The clericTs class features often refer to your deity. Think of the references to a god as references to the divine thing you serve that gives you your magic. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon.
The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. When you reach 14th level, the ex- tra damage increases to 2d8.
To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. This is a delay of death, not a denial of it, for death will eventually get its due. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
For you, it has a range of 30 feet, and you can cast it as a bonus action. As an action, you can open your awareness to magically detect undead. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end Of your next turn. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit.
Any effects triggered by a critical hit are canceled. Once you use it, you can't do so again until the start of your next turn. Thejarther atvayfrom nature their actions take them. As druids, we seek mainly to protect and educate, to preserve the Great Balance, but there are times when we must rise up against danger and eradicate it. A vial ofwater from the source ofa sacred river Special herbs tied together in a bundle A small bronze bowl engraved with animal images A rattle made from a dried gourd and holly berries A miniature golden sickle handed down to you by your mentor maintaining the Great Balance.
But now an imbalance grows, aforce that seeks to hold svvay over nature. You identify with your chosen aspect; by its behavior or its very nature, it sets an example that you seek to emulate. Many sages and wise folk have studied nature, writing volumes about its mystery and power, but druids are a special kind of being: at some point, they begin to embody these natural forces, producing magical phenomena that link them to the spirit of nature and the flow of life.
Because of their strange and mysterious power, druids are often revered, shunned, or considered dangerous by the people around them.
Your druid character might be a true worshiper of na— ture, one who has always scorned civilization and found solace in the wild. Or your character could be a child of the city who now strives to bring the civilized world into harmony with the wilderness. Oak trees represent strength and vitality. You seek to act with the longterm interests of nature in mind.
It reminds you that accepting change is necessary to sustain yourselfin the world. The birds in the sky are evidence that even the smallest creatures can survive ifthey remain above the fray.
If your character received training from someone else, who or what was that individual, and what was the nature of your relationship? You were tutored by a dryad who watched over a slumbering portal to the Abyss.
During your training, you were tasked with watching for hidden threats to the world. You were one of several youngsters who were mentored by an old druid, until one ofyour fellow pupils betrayed your group and killed your master. Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form. Your mentor was a werebear who taught you to treat all living things with equal regard.
You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of C equal to your druid level. As a bonus action, you can choose one creature you can see within feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together.
The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. During a short or long rest, you can invoke the shadowy power of the Gleaming Court to help guard your respite.
At the start of the rest, you touch a point in space, and an invisible, foot—radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
The sphere vanishes at the end of the rest or when you leave the sphere. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see.
This use of teleportation circle is special. You learn to speak, read, and write Sylvan. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.
As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it.
As a bonus action, you can move the spirit up to 60 feet to a point you can see. The effect of. Bear Spirit. The bear spirit grants you and your allies its might and endurance. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight.
In addition, you and your allies have advantage on Wisdom Perception checks while in the aura. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey.
Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wil— derness are with them. The unicorn spirit lends its protection to those nearby.
In addition. Any beast or fey summoned or created by a spell that you cast gains the. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that crea— ture regains a number of hit points equal to halfyour druid level.
It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes.
The spell lasts for 1 hour, requiring no concentration, or until you dismiss it no action required. The tables include all the individual beasts that are eligible for Wild Shape up to a challenge rating of 1 or the Circle Forms feature of the Circle of the Moon up to a challenge rating of 6.
These tables can also help you and your DM determine which animals you might see on your travels. Fifi:— l i. They put more value on the well-being of the society, the village, or the group than on their own safety. Others learned the ba- sics of their combat prowess in their formative years from spending time in a military or some other martial organization, when they were taught by the leaders of the group.
Your trainer served with a group ofsoldiers and knows much about working as a team. City Watch. Tribal Warrior. Weapon Master. Your mentor helped you to become one with your chosen weapon, by imparting highly specialized knowledge of how to wield it most effectively.
HM werii. Do you have a combat style that mirrors your outlook At 3rd level, you learn to unleash special magical effects with some of your shots. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. You rarely perspire or display anything At 7th level, you gain the ability to infuse arrows with d6 1 2 5 6 Style Elegant.
You move with precise grace and total control, never using more energy than you need. Your attacks rain down like hammer blows, ment and use small-scale tactics to tilt the odds in other than a stoic expression in battle. You sing and laugh during combat as your spirit soars. You are happiest when you have a foe in front ofyou and a weapon in hand. Arcane Archers are some of the most elite warriors among the elves.
They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic—infused arrows to defeat monsters and invaders before they can reach elven set— tlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
The magic fades from the arrow immediately after it hits or misses its target. When you make an attack roll with —' If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it. The options are presented here in alphabetical order.
They are all magical effects, and each one is associated with one of the schools of magic. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild.
The creature hit by the arrow must also succeed on a Charisma saving throw or be banished.
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