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character.xml
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character.xml
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<?xml version='1.0' encoding='UTF-8'?>
<compendium version="5">
<race>
<name>Aarakocra</name>
<size>M</size>
<speed>25</speed>
<ability>Dex 2, Wis 1</ability>
<trait>
<name>Flight</name>
<text>You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor.</text>
</trait>
<trait>
<name>Talons</name>
<text>You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.</text>
</trait>
<trait>
<name>Language</name>
<text>You can speak, read, and write Common, Aarakocra, and Auran.</text>
</trait>
</race>
<race>
<name>Aasimar (Fallen)</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 2, Str 1</ability>
<proficiency />
<trait>
<name>Darkvision</name>
<text>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
</trait>
<trait>
<name>Celestial Resistance</name>
<text>You have resistance to necrotic damage and radiant damage.</text>
</trait>
<trait>
<name>Healing Hands</name>
<text>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.</text>
</trait>
<trait>
<name>Light Bearer</name>
<text>You know the light cantrip. Charisma is your spellcasting ability for it.</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Celestial.</text>
</trait>
<trait>
<name>Necrotic Shroud</name>
<text>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.</text>
<text>Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.</text>
<text>Once you use this trait, you can't use it again until you finish a long rest.</text>
</trait>
</race>
<race>
<name>Aasimar (Protector)</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 2, Wis 1</ability>
<proficiency />
<trait>
<name>Darkvision</name>
<text>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
</trait>
<trait>
<name>Celestial Resistance</name>
<text>You have resistance to necrotic damage and radiant damage.</text>
</trait>
<trait>
<name>Healing Hands</name>
<text>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.</text>
</trait>
<trait>
<name>Light Bearer</name>
<text>You know the light cantrip. Charisma is your spellcasting ability for it.</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Celestial.</text>
</trait>
<trait>
<name>Radiant Soul</name>
<text>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.</text>
<text> Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, you have a flysing speed of 30 feet, and once on each of your turns, you can deal extra radiant damageto one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.</text>
<text> Once you use this trait, you can't use it again until you finish a long rest.</text>
</trait>
</race>
<race>
<name>Aasimar (Scourge)</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 2, Con 1</ability>
<proficiency />
<trait>
<name>Darkvision</name>
<text>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
</trait>
<trait>
<name>Celestial Resistance</name>
<text>You have resistance to necrotic damage and radiant damage.</text>
</trait>
<trait>
<name>Healing Hands</name>
<text>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.</text>
</trait>
<trait>
<name>Light Bearer</name>
<text>You know the light cantrip. Charisma is your spellcasting ability for it.</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Celestial.</text>
</trait>
<trait>
<name>Radiant Consumption</name>
<text>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.</text>
<text> Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.</text>
<text> Once you use this trait, you can't use it again until you finish a long rest.</text>
</trait>
</race>
<background>
<name>Acolyte</name>
<proficiency>Insight, Religion</proficiency>
<trait>
<name>Skill Proficiencies</name>
<text>Insight, Religion</text>
</trait>
<trait>
<name>Languages</name>
<text>Two of your choice</text>
</trait>
<trait>
<name>Equipment</name>
<text>A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp</text>
</trait>
<trait>
<name>Feature: Shelter of the Faithful</name>
<text>As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.</text>
<text />
<text>You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.</text>
</trait>
</background>
<feat>
<name>Actor</name>
<text>Skilled at mimicry and dramatics, you gain the following benefits:</text>
<text>• Increase your Charisma score by 1, to a maximum of 20.</text>
<text />
<text>• You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.</text>
<text />
<text>• You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.</text>
<text />
<text>Source: Player's Handbook, page 165</text>
<modifier category="ability score">charisma +1</modifier>
</feat>
<spell>
<name>Adaptive Body (Immortal)</name>
<level>2</level>
<components>N/A</components>
<duration>Instantaneous, unless "C"</duration>
<classes>Mystic (UA)</classes>
<text>You can alter your body to withstand punishing environments.</text>
<text>Psychic Focus:</text>
<text>While focused on this discipline, you don’t need to eat, sleep, or breathe.</text>
<text>Energy Adaptation (5 points, C):</text>
<text>As an action, you touch a creature and give it resistance to acid, cold, fire, lightning, or thunder damage for up to 1 hour.</text>
<text>Energy Immunity (7 points, C):</text>
<text>As an action, you touch a creature and give it immunity to acid, cold, fire, lightning, or thunder damage for up to 1 hour.</text>
</spell>
<feat>
<name>Alert</name>
<text>Always on the lookout for danger, you gain the following</text>
<text />
<text>• You gain a +5 bonus to initiative.</text>
<text />
<text>• You can't be surprised while you are conscious.</text>
<text />
<text>• Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.</text>
<text />
<text>Source: Player's Handbook, page 165</text>
<modifier category="bonus">initiative +5</modifier>
</feat>
<feat>
<name>Athlete</name>
<text>You have undergone extensive physical training to gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20.</text>
<text />
<text>• When you are prone, standing up uses only 5 feet of your movement.</text>
<text />
<text>• Climbing doesn't require extra movement.</text>
<text />
<text>• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.</text>
<text />
<text>Source: Player's Handbook, page 165 and 6/10/2015 errata</text>
</feat>
<class>
<name>Barbarian</name>
<hd>12</hd>
<proficiency>Strength, Constitution</proficiency>
<autolevel level="1">
<feature>
<name>Starting Proficiencies</name>
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
<text>Armor: light armor, medium armor, shields</text>
<text>Weapons: simple weapons, martial weapons</text>
<text>Tools: none</text>
<text>Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival</text>
</feature>
<feature>
<name>Starting Equipment</name>
<text>You start with the following items, plus anything provided by your background.</text>
<text />
<text>• (a) a greataxe or (b) any martial melee weapon</text>
<text>• (a) two handaxes or (b) any simple weapon</text>
<text>• An explorer's pack, and four javelins</text>
<text />
<text>Alternatively, you may start with 2d4 x 10 gp to buy your own equipment.</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Rage</name>
<text>In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.</text>
<text> While raging, you gain the following benefits if you aren't wearing heavy armor:</text>
<text />
<text>• You have advantage on Strength checks and Strength saving throws.</text>
<text>• When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.</text>
<text>• You have resistance to bludgeoning, piercing, and slashing damage.</text>
<text />
<text>If you are able to cast spells, you can't cast them or concentrate on them while raging.</text>
<text> Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.</text>
<text> Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.</text>
</feature>
<feature>
<name>Unarmored Defense</name>
<text>While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Danger Sense</name>
<text>At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.</text>
</feature>
<feature>
<name>Reckless Attack</name>
<text>Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Increased Rages</name>
<text>You may now rage 3 times before a long rest.</text>
</feature>
<feature>
<name>Primal Path</name>
<text>At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.</text>
</feature>
<feature optional="YES">
<name>Primal Path: Path of the Berserker</name>
<text>For some barbarians, rage is a means to an end -- that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.</text>
</feature>
<feature optional="YES">
<name>Primal Path: Path of the Totem Warrior</name>
<text>The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.</text>
<text />
<text>Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.</text>
</feature>
<feature optional="YES">
<name>Primal Path: Path of the Battlerager</name>
<text>Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.</text>
</feature>
<feature optional="YES">
<name>Path of the Battlerager: Restriction - Dwarves Only</name>
<text>Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.</text>
<text />
<text>Your DM can lift this restriction to better suite the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.</text>
</feature>
<feature optional="YES">
<name>Path of the Battlerager: Battlerager Armor</name>
<text>When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.</text>
<text />
<text>While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.</text>
<text />
<text>Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.</text>
</feature>
<feature optional="YES">
<name>Path of the Berserker: Frenzy</name>
<text>Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.</text>
</feature>
<feature optional="YES">
<name>Path of the Totem Warrior: Spirit Seeker</name>
<text>Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.</text>
</feature>
<feature optional="YES">
<name>Path of the Totem Warrior: Totem Spirit</name>
<text>At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.</text>
<text>Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.</text>
</feature>
<feature optional="YES">
<name>Totem Spirit (Bear)</name>
<text>While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.</text>
</feature>
<feature optional="YES">
<name>Totem Spirit (Eagle)</name>
<text>While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.</text>
</feature>
<feature optional="YES">
<name>Totem Spirit (Elk)</name>
<text>While you're raging and aren't wearing heaving armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.</text>
</feature>
<feature optional="YES">
<name>Totem Spirit (Tiger)</name>
<text>While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.</text>
</feature>
<feature optional="YES">
<name>Totem Spirit (Wolf)</name>
<text>While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text> If your DM allows the use of feats, you may instead take a feat.</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>Extra Attack</name>
<text>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
</feature>
<feature>
<name>Fast Movement</name>
<text>Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.</text>
<modifier category="bonus">speed +10</modifier>
</feature>
</autolevel>
<autolevel level="6">
<feature>
<name>Increased Rages</name>
<text>You may now rage 4 times before a long rest.</text>
</feature>
<feature optional="YES">
<name>Path of the Battlerager: Reckless Abandon</name>
<text>Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). THey vanish if any of them are left when your rage ends.</text>
</feature>
<feature optional="YES">
<name>Path of the Berserker: Mindless Rage</name>
<text>Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.</text>
</feature>
<feature optional="YES">
<name>Path of the Totem Warrior: Aspect of the Beast</name>
<text>At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.</text>
</feature>
<feature optional="YES">
<name>Aspect of the Beast: Bear</name>
<text>You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.</text>
</feature>
<feature optional="YES">
<name>Aspect of the Beast: Eagle</name>
<text>You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.</text>
</feature>
<feature optional="YES">
<name>Aspect of the Beast: Elk</name>
<text>Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.</text>
</feature>
<feature optional="YES">
<name>Aspect of the Beast: Tiger</name>
<text>You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.</text>
</feature>
<feature optional="YES">
<name>Aspect of the Beast: Wolf</name>
<text>You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.</text>
</feature>
</autolevel>
<autolevel level="7">
<feature>
<name>Feral Instinct</name>
<text>By 7th level, your instincts are so honed that you have advantage on initiative rolls.</text>
<text> Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.</text>
</feature>
</autolevel>
<autolevel level="8">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
</feature>
</autolevel>
<autolevel level="9">
<feature>
<name>Brutal Critical (1 die)</name>
<text>Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.</text>
<text> This increases to two additional dice at 13th level and three additional dice at 17th level.</text>
</feature>
<feature>
<name>Increased Rage Damage</name>
<text>You now have a +3 bonus to melee damage rolls while raging.</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Path of the Berserker: Intimidating Presence</name>
<text>Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.</text>
<text> If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.</text>
</feature>
<feature optional="YES">
<name>Path of the Battlerager: Battlerager Charge</name>
<text>Beginning at 10th level, you can take the DAsh action as a bonus action while you are raging.</text>
</feature>
<feature optional="YES">
<name>Path of the Totem Warrior: Spirit Walker</name>
<text>At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.</text>
</feature>
</autolevel>
<autolevel level="11">
<feature>
<name>Relentless Rage</name>
<text>Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.</text>
<text> Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.</text>
</feature>
</autolevel>
<autolevel level="12">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
</feature>
<feature>
<name>Increased Rages</name>
<text>You may now rage 5 times before a long rest</text>
</feature>
</autolevel>
<autolevel level="13">
<feature>
<name>Brutal Critical (2 dice)</name>
<text>You now roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Berserker: Retaliation</name>
<text>Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.</text>
</feature>
<feature optional="YES">
<name>Path of the Battlerager: Spiked Retribution</name>
<text>Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor</text>
</feature>
<feature optional="YES">
<name>Path of the Totem Warrior: Totemic Attunement</name>
<text>At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.</text>
</feature>
<feature optional="YES">
<name>Totemic Attunement: Bear</name>
<text>While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.</text>
</feature>
<feature optional="YES">
<name>Totemic Attunement: Eagle</name>
<text>While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.</text>
</feature>
<feature optional="YES">
<name>Totemic Attunement: Elk</name>
<text>While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your strength modifier.</text>
</feature>
<feature optional="YES">
<name>Totemic Attunement: Tiger</name>
<text>While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.</text>
</feature>
<feature optional="YES">
<name>Totemic Attunement: Wolf</name>
<text>While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.</text>
</feature>
</autolevel>
<autolevel level="15">
<feature>
<name>Persistent Rage</name>
<text>Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.</text>
</feature>
</autolevel>
<autolevel level="16">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
</feature>
<feature>
<name>Increased Rage Damage</name>
<text>You now have a +4 bonus to melee damage rolls while raging.</text>
</feature>
</autolevel>
<autolevel level="17">
<feature>
<name>Brutal Critical (3 dice)</name>
<text>You now roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.</text>
</feature>
<feature>
<name>Increased Rages</name>
<text>You may now rage 6 times before a long rest</text>
</feature>
</autolevel>
<autolevel level="18">
<feature>
<name>Indomitable Might</name>
<text>Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.</text>
</feature>
</autolevel>
<autolevel level="19">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
</feature>
</autolevel>
<autolevel level="20">
<feature>
<name>Primal Champion</name>
<text>At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.</text>
<modifier category="ability score">strength +4</modifier>
<modifier category="ability score">constitution +4</modifier>
</feature>
<feature>
<name>Unlimited Rages</name>
<text>At 20th level, there is no limit to the number of times you may rage.</text>
</feature>
</autolevel>
</class>
<class>
<name>Bard</name>
<hd>8</hd>
<proficiency>Dexterity, Charisma</proficiency>
<spellAbility>Charisma</spellAbility>
<autolevel level="1"> <slots>2,2,0,0,0,0,0,0,0,0</slots></autolevel>
<autolevel level="2"> <slots>2,3,0,0,0,0,0,0,0,0</slots></autolevel>
<autolevel level="3"> <slots>2,4,2,0,0,0,0,0,0,0</slots></autolevel>
<autolevel level="4"> <slots>3,4,3,0,0,0,0,0,0,0</slots></autolevel>
<autolevel level="5"> <slots>3,4,3,2,0,0,0,0,0,0</slots></autolevel>
<autolevel level="6"> <slots>3,4,3,3,0,0,0,0,0,0</slots></autolevel>
<autolevel level="7"> <slots>3,4,3,3,1,0,0,0,0,0</slots></autolevel>
<autolevel level="8"> <slots>3,4,3,3,2,0,0,0,0,0</slots></autolevel>
<autolevel level="9"> <slots>3,4,3,3,3,1,0,0,0,0</slots></autolevel>
<autolevel level="10"><slots>4,4,3,3,3,2,0,0,0,0</slots></autolevel>
<autolevel level="11"><slots>4,4,3,3,3,2,1,0,0,0</slots></autolevel>
<autolevel level="12"><slots>4,4,3,3,3,2,1,0,0,0</slots></autolevel>
<autolevel level="13"><slots>4,4,3,3,3,2,1,1,0,0</slots></autolevel>
<autolevel level="14"><slots>4,4,3,3,3,2,1,1,0,0</slots></autolevel>
<autolevel level="15"><slots>4,4,3,3,3,2,1,1,1,0</slots></autolevel>
<autolevel level="16"><slots>4,4,3,3,3,2,1,1,1,0</slots></autolevel>
<autolevel level="17"><slots>4,4,3,3,3,2,1,1,1,1</slots></autolevel>
<autolevel level="18"><slots>4,4,3,3,3,3,1,1,1,1</slots></autolevel>
<autolevel level="19"><slots>4,4,3,3,3,3,2,1,1,1</slots></autolevel>
<autolevel level="20"><slots>4,4,3,3,3,3,2,2,1,1</slots></autolevel>
<autolevel level="1">
<feature>
<name>Starting Proficiencies</name>
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
<text>Armor: light armor</text>
<text>Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords</text>
<text>Tools: three musical instruments of your choice</text>
<text>Skills: Choose any three.</text>
</feature>
<feature>
<name>Starting Equipment</name>
<text>You start with the following items, plus anything provided by your background.</text>
<text />
<text>• (a) a rapier, (b) a longsword, or (c) any simple weapon</text>
<text>• (a) a diplomat's pack or (b) an entertainer's pack</text>
<text>• (a) a lute or (b) any other musical instrument</text>
<text>• Leather armor, and a dagger</text>
<text />
<text>Alternatively, you may start with 5d4 x 10 gp to buy your own equipment.</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Bardic Inspiration</name>
<text>You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.</text>
<text> Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.</text>
<text> You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.</text>
<text> Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.</text>
</feature>
<feature>
<name>Spellcasting</name>
<text>You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.</text>
<text />
<text>Cantrips</text>
<text>You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.</text>
<text />
<text>Spell Slots</text>
<text>The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.</text>
<text> For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.</text>
<text />
<text>Spells Known of 1st Level and Higher</text>
<text>You know four 1st-level spells of your choice from the bard spell list.</text>
<text> You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.</text>
<text> Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.</text>
<text />
<text>Spellcasting Ability</text>
<text>Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.</text>
<text> Spell save DC = 8 + your proficiency bonus + your Charisma modifier</text>
<text> Spell attack modifier = your proficiency bonus + your Charisma modifier</text>
<text />
<text>Ritual Casting</text>
<text>You can cast any bard spell you know as a ritual if that spell has the ritual tag.</text>
<text />
<text>Spellcasting Focus</text>
<text>You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Jack of All Trades</name>
<text>Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Song of Rest</name>
<text>Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.</text>
<text> The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Bard College</name>
<text>At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.</text>
</feature>
<feature optional="YES">
<name>Bard College: College of Lore</name>
<text>Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.</text>
<text />
<text>The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.</text>
<text />
<text>The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.</text>
</feature>
<feature optional="YES">
<name>Bard College: College of Valor</name>
<text>Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate</text>
<text />
<text>Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.</text>
</feature>
<feature optional="YES">
<name>Bard College: College of Swords</name>
<text>Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.</text>
<text>Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust them.</text>
<text>Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.</text>
</feature>
<feature optional="YES">
<name>Bard College: College of Satire</name>
<text>Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king’s royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand’s affair with an aged duchess or a mocking satire of a paladin of Helm’s cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh.</text>
<text>While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester’s barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth.</text>
<text>For the duchess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester’s satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her.</text>
<text>Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist’s treachery or exposing a baron’s plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm.</text>
<text>Jesters adventure to safeguard the common folk and to undermine the plans of the rich, powerful, and arrogant. Their magic bolsters allies’ spirits while casting doubt into foes’ minds. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.</text>
</feature>
<feature>
<name>Expertise</name>
<text>At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.</text>
<text> At 10th level, you can choose another two skill proficiencies to gain this benefit.</text>
</feature>
<feature optional="YES">
<name>College of Lore: Bonus Proficiencies</name>
<text>When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.</text>
</feature>
<feature optional="YES">
<name>College of Lore: Cutting Words</name>
<text>Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.</text>
</feature>
<feature optional="YES">
<name>College of Satire: Bonus Proficiencies</name>
<text>When you join the College of Satire at 3rd level, you gain proficiency with thieves' tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves' tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.</text>
</feature>
<feature optional="YES">
<name>College of Satire: Tumbling Fool</name>
<text>At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:</text>
<text />
<text>• You gain the benefits of taking the Dash and Disengage actions.</text>
<text />
<text>• You gain a climbing speed equal to your current speed.</text>
<text />
<text>• You take half damage from falling.</text>
</feature>
<feature optional="YES">
<name>College of Swords: Bonus Proficiencies</name>
<text>When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars.</text>
</feature>
<feature optional="YES">
<name>College of Swords: Fighting Style</name>
<text>The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature, which is as follows.</text>
<text>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</text>
</feature>
<feature optional="YES">
<name>College of Swords: Blade Flourish</name>
<text>At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.</text>
<text />
<text> Defensive Flourish:</text>
<text>You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.</text>
<text />
<text> Trick Shooter's Flourish:</text>
<text>This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.</text>
<text />
<text> Unnerving Flourish:</text>
<text>Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point.</text>
<text>The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.</text>
</feature>
<feature optional="YES">
<name>College of Valor: Bonus Proficiencies</name>
<text>When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.</text>
</feature>
<feature optional="YES">
<name>College of Valor: Combat Inspiration</name>
<text>Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text> If your DM allows the use of feats, you may instead take a feat.</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>Bardic Inspiration (d8)</name>
<text>At 5th level, your Bardic Inspiration die changes to a d8.</text>
</feature>
<feature>
<name>Font of Inspiration</name>
<text>Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.</text>
</feature>
</autolevel>
<autolevel level="6">
<feature>
<name>Countercharm</name>
<text>At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).</text>
</feature>
<feature optional="YES">
<name>College of Satire: Fool's Insight</name>
<text>At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast detect thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.</text>
<text> If a creature resists your attempt to probe deeper and succeeds at its saving throw against your detect thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.</text>
</feature>
<feature optional="YES">
<name>College of Swords: Extra Attack</name>
<text>Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
</feature>
<feature optional="YES">
<name>College of Lore: Additional Magical Secrets</name>
<text>At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.</text>
</feature>
<feature optional="YES">
<name>College of Valor: Extra Attack</name>
<text>Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
</feature>
</autolevel>
<autolevel level="8">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text> If your DM allows the use of feats, you may instead take a feat.</text>
</feature>
</autolevel>
<autolevel level="9">
<feature>
<name>Song of Rest (1d8)</name>
<text>At 9th level, the extra hit points gained from Song of Rest increases to 1d8.</text>
</feature>
</autolevel>
<autolevel level="10">
<feature>
<name>Bardic Inspiration (d10)</name>
<text>At 10th level, your Bardic Inspiration die changes to a d10.</text>
</feature>
<feature>
<name>Expertise</name>
<text>At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.</text>
</feature>
<feature>
<name>Magical Secrets</name>
<text>By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.</text>
<text> The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.</text>
<text> You learn two additional spells from any class at 14th level and again at 18th level.</text>
</feature>
</autolevel>
<autolevel level="12">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text> If your DM allows the use of feats, you may instead take a feat.</text>
</feature>
</autolevel>
<autolevel level="13">
<feature>
<name>Song of Rest (1d10)</name>
<text>At 13th level, the extra hit points gained from Song of Rest increases to 1d10.</text>
</feature>
</autolevel>
<autolevel level="14">
<feature>
<name>Magical Secrets</name>
<text>At 14th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.</text>
<text> The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.</text>
</feature>
<feature optional="YES">
<name>College of Satire: Fool's Luck </name>
<text>Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.</text>
<text> At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.</text>
<text> If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.</text>
</feature>
<feature optional="YES">
<name>College of Swords: Battle Magic</name>
<text>At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.</text>
</feature>
<feature optional="YES">
<name>College of Lore: Peerless Skill</name>
<text>Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roil the die for the ability check, but before the DM tells you whether you succeed or fail.</text>
</feature>
<feature optional="YES">
<name>College of Valor: Battle Magic</name>
<text>At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.</text>
</feature>
</autolevel>
<autolevel level="15">
<feature>
<name>Bardic Inspiration (d12)</name>
<text>At 15th level, your Bardic Inspiration die changes to a d12.</text>
</feature>
</autolevel>
<autolevel level="16">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text> If your DM allows the use of feats, you may instead take a feat.</text>
</feature>
</autolevel>
<autolevel level="17">
<feature>
<name>Song of Rest (1d12)</name>
<text>At 17th level, the extra hit points gained from Song of Rest increases to 1d12.</text>
</feature>
</autolevel>
<autolevel level="18">
<feature>
<name>Magical Secrets</name>
<text>At 18th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.</text>
<text> The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.</text>
</feature>
</autolevel>
<autolevel level="19">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text> If your DM allows the use of feats, you may instead take a feat.</text>
</feature>
</autolevel>
<autolevel level="20">
<feature>
<name>Superior Inspiration</name>
<text>At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.</text>
</feature>
</autolevel>
</class>
<spell>
<name>Beacon (Psionic Talent)</name>
<level>0</level>
<time>1 bonus action</time>
<range>Self (20-foot radius)</range>
<components>N/A</components>
<duration>Instantaneous</duration>
<classes>Mystic (UA)</classes>
<text>As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as a bonus action.</text>
</spell>
<spell>
<name>Blade Meld (Psionic Talent)</name>
<level>0</level>
<time>1 Action</time>
<range>Self</range>
<components>N/A</components>
<duration>Instantaneous</duration>
<classes>Mystic (UA)</classes>
<text>As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.</text>
</spell>
<spell>
<name>Body of Wind (Immortal)</name>
<level>2</level>
<components>N/A</components>
<duration>Instantaneous, unless "C"</duration>
<classes>Mystic (UA)</classes>
<text>You and your possessions take on a gaseous quality, allowing you to move like a howling gale, squeeze through small spaces, and escape danger. You move with the lightest steps using this discipline.</text>
<text>Psychic Focus:</text>
<text>While focused on this discipline, you take no falling damage and ignore difficult terrain.</text>
<text>Wind Step (1-7 points):</text>
<text>As your move, you can fly up to 20 feet for each psi point you spend. You must land at the end of this movement, otherwise you fall, unless you have some means of staying aloft.</text>
<text>Wind Form (5 points, C):</text>
<text>As an action, you gain a flying speed of 60 feet for 10 minutes.</text>
<text>Misty Form (7 points, C):</text>
<text>As an action, your body becomes mist-like. In this form, you gain resistance to bludgeoning, piercing, and slashing damage. You can pass through openings that are no more than an inch wide. This benefit lasts for up to 1 hour.</text>
</spell>
<spell>
<name>Breath of Winter (17th level required)</name>
<level>4</level>
<school>EV</school>
<time>1 Action</time>
<range>Self (60-foot cone)</range>
<components>6 Ki Points - Cast Cone of Cold</components>
<duration>Instantaneous</duration>
<classes>Monk (Way of the Four Elements)</classes>
<text>A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.</text>
<text />
<text>A creature killed by this spell becomes a frozen statue until it thaws.</text>
<text />
<text>At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage increases by 1d8 for each slot level.</text>
</spell>
<race>
<name>Bugbear</name>
<size>M</size>
<speed>30</speed>
<ability>Str 2, Dex 1</ability>
<proficiency>Stealth</proficiency>
<trait>
<name>Darkvision</name>
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
</trait>
<trait>
<name>Long-Limbed</name>
<text>When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.</text>
</trait>
<trait>
<name>Powerful Build</name>
<text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</text>
</trait>
<trait>
<name>Sneaky</name>
<text>You are proficient in the Stealth skill.</text>
</trait>
<trait>
<name>Surprise Attack</name>
<text>If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Goblin.</text>
</trait>
</race>
<background>
<name>Caravan Specialist</name>
<proficiency>Animal Handling, Survival</proficiency>
<trait>
<name>Skill Proficiencies</name>
<text>Animal Handling, Survival</text>
</trait>
<trait>
<name>Tool Proficiencies</name>
<text>Land vehicles</text>
</trait>
<trait>
<name>Languages</name>
<text>One of your choice</text>
</trait>
<trait>
<name>Equipment</name>