A touch of class 5e pdf free download
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You can spend 10 downtime ability scores of your choice by 1. As normal, you days to create a stone which you, or anyone else cant increase an ability score above 20 using this using it, can crush to grant a single wish as the spell feature. You can only make one stone like this at a time.
This ability is unaffected by Swift Alchemy. Extra Alchemical Attack Unbound Intellect. Your Intelligence score Beginning at 5th level, you can attack twice, instead increases by 2, and your maximum Intelligence score of once, whenever you use the Attack action on your is now Additionally, you can craft and attack with two basic bombs on your turn.
Select any two 1st-level alchemist another one by spending 10 downtime days working spells. You may now cast them as though they were with your alchemical supplies. If you die, your cantrips, without using a spell slot but with level homunculus becomes inert clay and must be re- dependent effects as though they were cast as 5th- created if you are raised or resurrected.
Starting at 4th level and every level thereafter, you can reshape your homunculus. Choose a beast or monstrosity with a challenge rating no greater than Advanced Studies one-half your alchemist level to inspire your servant.
The alchemical sciences are the portals to many Modify the creature as described above to craft different kinds of secrets; too many for anyone to your new homunculus. This reshaped homunculus master them all in a single lifetime. Science of Creation Reshaping your homunculus takes the same time as This science trespasses in domains normally constructing a new one. Alchemists who study this science Discoveries of Creation gain servants who can be of great assistance in their At 6th and 10th levels, your studies of the Science of other endeavors, but they also run the risk of their Creation allow you to discover a new secret that can servants potential treachery or failure.
You can also select one of these discoveries instead of a regular Create Homunculus discovery at any appropriate alchemist level. You learn how to cast construct a homunculus. Choose a beast or cure wounds in a way that affects constructs and the monstrosity that has a challenge rating of or less to undead.
Modify the inspiring creature Disguised Construct. Your homunculus can, in in the following ways. The creature is crafted from response to your mental command, shed its wings clay and is a construct. Add your proficiency bonus and grow to Small size, causing it to appear as a to its AC, attack rolls, and damage rolls. Its hit point short but unremarkable member of your race. Its maximum equals half your own, and it possesses statistics otherwise remain the same.
Hit Dice equal to half your own. Its alignment is the Independent Construct. The homunculus also gains the Dodge, or Help action on your turn without your ability to speak any languages you do.
The construct obeys your commands as best as it Spellbound Construct. Whenever you cast an can. It takes its turn on your initiative, but it doesnt alchemist spell that would normally affect you as take an action unless you command it to.
As a bonus the target, you can choose to have it affect your action on your turn, you can mentally or verbally construct instead as long as the spell can affect your command the construct to move, and direct it to take construct regardless of the distance between the two the Attack, Dash, Disengage, Dodge, or Help action.
As an action, you can command your construct to take a more complex action such as defend this. Your homunculus can be based off of a specific creature you have seen before. As long as you can spend the required time, you can reshape your homunculus at will, instead of when you gain a level.
Science of Destruction While the techniques of destruction are most useful for doing injury to ones opponents, they can nonetheless be used in ways that dont involve hurting anyone, probably. Explosions can really solve far more problems than they will ever create. Empowered Bombs Starting at 2nd level when you choose this science, Snare Bomb. In addition to doing damage, you you learn how to craft bombs that tap into your can cause your bomb to force the target to make a repertoire of magical power.
When you are creating Strength saving throw or be restrained until it is a basic bomb, you can expend an alchemist spell slot freed by another character using their action to free as a bonus action to instead create an empowered it, or until it succeeds in a Strength check.
A snare bomb. A 1st-level spell slot increases the damage bomb does not affect formless creatures, or those your bomb does to 3d8, and the bomb does your capable of incorporeal movement. You can use this choice of acid, fire, lightning, or poison damage.
Emperor Bomb Discoveries of Destruction o In the end, your studies lead to the perfection At 6th and 10th levels, your studies of the Science of destruction. Starting at 14th level, you gain the of Destruction allow you to discover secrets which ability to create the ultimate explosive. As an action, can enhance and augment your bombs. You can also you can expend a spell slot to craft and throw an select one of these discoveries instead of a regular emperor bomb.
When thrown, this bomb has a discovery at any appropriate alchemist level. You short range of 40 feet and a long range of feet.
All creatures within a foot radius of the bomb Destructive Arcana. Choose two evocation must make a Dexterity saving throw. On a failure, spells from any classs spell list. They now count the target is stunned until the end of its next turn as alchemist spells for you. This discovery can be and takes 4d6 damage per level of the spell slot chosen twice. On a successful save, Delay Bomb. Instead of immediately affecting the the target takes half damage and is not stunned.
Finally, you can Mind Bomb. You can choose to have your bombs use any number of bomb-related discoveries you inflict psychic damage instead of the standard types possess on the Emperor Bomb, unless one discovery of damage your bombs can inflict. Variant: Alchemy Is Different While this class assumes alchemy is simply a different means to access magical effects, to give alchemy a unique feel you can change how things work when it comes to preparing and casting spells.
Using this option, alchemi- cal spell preparations are actually entirely nonmagical, yet more unstable than the traditional spells of other classes, and the formulas for those preparations grow more complicated as the alchemist gains experience. This check is made as part of the casting of a spell. A failure on this check means that your preparation for this spell was flawed in some way, and you not only waste the spell slot used in the casting, you must also remove the spell from your list of prepared spells.
To compensate for this, you can change your list of prepared spells whenever you finish a short or a long rest. Alchemical science is the portal to many. W hat was merely hinted. But be. Science of Illumination Elementary Enlightenment Alchemist Advanced Study At 2nd level, your mindfulness allows you focus The study of knowledge itself, the nature of what is all your attention on a certain subject, for good or known and knowable, is an important part of the ill. You can, as a bonus action, enter an enlightened alchemical tradition.
Some hold that the concept state in which you gain advantage on all checks of transforming lead to gold is a metaphor for the and saving throws made with one of your mental development of mind. While alchemists do literally ability scores Intelligence, Wisdom or Charisma , transform lead to gold so as to make money, many as well as resistance to psychic damage.
However, also pursue loftier goals through meditation and this hyperfocus comes at a cost, as you suffer from self-awareness. You choose the ability scores colleagues. Of course, nothing comes without a which are affected by this ability each time you enter cost the state.
You remain in this enlightened state for 1 minute, Basic Concoction unless you choose to end it early as an action. At 2nd level, on choosing this science, you learn how to brew a special, personalized potion, called a Discoveries of Illumination concoction, which enhances your physical abilities At 6th and 10th levels, your studies of the science at the cost of slightly diminished mental capacities of illumination allow you to discover secrets of the while it is active.
You can create a dose of your mind. You can also select one of these discoveries concoction at the end of a long rest, or as part of any instead of a regular discovery at any appropriate downtime day activity.
The dose will remain viable alchemist level. Additional Perceptions. When in your If any other character drinks your concoction, they enlightened state, you gain advantage with all must make a Constitution saving throw against your checks and saving throws made with two of your spell save DC or become poisoned for 1 minute.
You can use this to cancel out When you take an action to drink your concoction, the drawback of your enlightened state. You can add dominate person to You become mighty. You have advantage on. Strength checks and Strength saving throws. Psychic Gifts. You can add detect thoughts to your When you make a melee weapon attack using alchemist spell list. Strength or unarmed strike, you gain a bonus to Quick Study. When in your enlightened state, you your damage roll equal to half your alchemist may take an action to temporarily gain proficiency level, rounded down.
You have resistance. Your thoughts lack clarity. You have. Dawning Omniscience disadvantage on Intelligence checks and Your long climb towards universal knowledge Intelligence saving throws, and cannot cast any is not over, but you have achieved such a height spells that you know from any source. At 14th The effects of your concoction last for 1 minute. You temporary proficiency in all skills associated with otherwise cannot end the effects of the concoction your enlightened ability score, as well as proficiency before the durations end.
Should you drink a second dose of your concoction before you take a long rest, you gain its effects but must Science of Mutation make a Constitution saving throw against your spell Alchemist Advanced Study save DC or become poisoned for the duration. Anyone who has ever witnessed a barbarians rage or a monks flurry of blows is aware that the body Discoveries of Mutation possesses hidden strengths that can be accessed At 6th and 10th levels, your studies of the science through specialized training or awakened by magic.
Your intellect shines through the haze. You add. Additional Concoction. You can now drink a your Intelligence bonus to your damage rolls second dose of your concoction before you take a when making a melee weapon attack or an long rest without risking becoming poisoned.
Clarity Concoction. You no longer suffer Your movements are swift. You can make an. All other details of the concoction remain the same. Tooth and Claw. Your concoction-altered form is You cannot use a standard concoction after using a especially feral. While using your concoction, your grand concoction, or vice versa, without taking a unarmed strikes do 1d6 slashing damage.
The effects of your concoction a discovery which indicates otherwise. While affected by your concoction, you regain hit points equal to your proficiency bonus at the start of Science of Regeneration your turn. If you take acid, fire or psychic damage, Alchemist Advanced Study this discovery doesnt function at the start of your Its believed by some that alchemy has its origins in next turn.
You must start making death saving the study of medicine, and that its original purpose throws only if you start your turn with 0 hit points was to ensure longevity and eternal youth for its and dont regenerate.
While many of the discoveries in that field have passed into the general knowledge of Grand Concoction modern alchemists, others are still kept secret and At 14th level, you realize the secret of a superior type sacred by those alchemists who focus on the healing of concoction, and can choose to create it instead of arts.
The grand concoction can sometimes be used by Basic Regeneration others. Anyone other than you who drinks it must Starting at 2nd level, your abilities to use medicine make a Constitution saving throw against your improve dramatically. Whenever you use an spell save DC, as usual. They cannot make use of any concoction-related discoveries you may possess. While this might allow Discoveries of Regeneration your allies to use your concoction, an enemy could At 6th and 10th levels, your studies of the science also steal a dose and use it against you.
You can also select one of these however, the effects are greater. You gain these discoveries instead of a regular discovery at any effects in addition to those of your basic concoction: appropriate alchemist level.
Your skin thickens. You add your Constitution Fortify Patient. You can spend 10 minutes bonus to your AC while wearing no armor or advising another creature on better habits for light armor. Afterwards, the creature can use a Your senses are razor-sharp.
You gain advantage bonus action to regain 1d6 hit points. The creature on Wisdom Perception checks, and add your cannot benefit from this discovery again before Wisdom bonus to your damage rolls when taking a short or a long rest.
You add raise dead to your New Spells alchemist spell list. The following spells are added to the alchemist spell Preservation. You add gentle repose to your list. The new spells may be added to other class alchemist spell list. You add greater restoration to your alchemist spell list. Putrefy Food 2nd-level necromancy True Regeneration Casting Time: 1 action At 14th level, you have truly mastered and Range: 10 feet internalized the secrets of life and death.
When you Components: S, M a bit of mold die, 1 minute later your corpse is immediately the Duration: Instantaneous target of a resurrection spell that requires no material All non-magical food within a 5-foot radius sphere component. You must complete a long rest before centered on a point of your choice within range you can use this feature again. You can also extend this ability to others, Creatures who eat it anyway must make a temporarily forsaking your ability to resurrect Constitution saving throw or become poisoned for yourself for the ability to cast raise dead without a 10 minutes.
Again, you can only use this feature this once before taking a Universal Potion long rest, and you remain dead if you die before 2nd-level transmutation doing so. You can produce the effects of any common or uncommon potion.
At Higher Levels. If you use a 3rd-level spell slot, you produce the effects of any rare potion. If you use a 5th-level spell slot, you produce the effects of any very rare potion. You are an alchemist of some renown, having Consequently, youve learned to quickly identify established yourself in the field after a lengthy what properties a nonmagical substance might apprenticeship to a well-established master.
Your experience limits accidental injury and improving upon alchemical concoctions. At the GMs discretion, this While lacking the support of a guild, your masters feature may work with magical substances, but teachings advanced your mastery of the art. You accidental exposure is much more likely. Even non-adventuring alchemists are eccentric at best. They value science Skill Proficiencies: Medicine, Nature and knowledge above almost all else, and are Tool Proficiencies: Alchemists supplies particularly vulnerable to blurring the lines of Language: One of your choice morality if it means furthering their craft.
Equipment: A set of alchemists supplies, one vial of acid, a set of common clothes, and a belt pouch d6 Personality Trait containing four empty vials and 5 gp. Alchemical Specialization 2 I deal in facts and only facts, though I may often with- Alchemists generally dwell in large cities where they hold them when speaking to my rivals. Often eccentric and obsessed with a particular 4 I am a stickler for the fine line between alchemy and field of study, most alchemists choose a specialty magic.
Choose or randomly determine your 5 Through discovery, I discover myself. Structured learning is key to soci- 2 Deadly toxins etal and social success. Lawful 3 Restorative elixirs 2 Treatment. Innumerable people can benefit from my 4 Explosives and inflammables talents. Good 5 Glues, solvents, and similar agents 3 Experimentation. Imagination is boundless. The law 6 Acids, bases, and everything in between is not. Chaotic 7 Cosmetic aids and alterations 4 Greed.
Wealth is worth any of its consequences. Evil 8 Hangover cures and minor medicinals 5 Knowledge. A days learning is never done. Neutral 6 Mastery. Only in the relentless pursuit of perfection can one achieve excellence. I just need to prove it. Instead, you may simply have an innate knack for alchemy or learn it through extensive trial and error. You might never have had someone teaching you the ropes, but youve learned Variant Feature: Unorthodox Alchemy them the hard wayyour way.
As a result of your You may select this background feature instead of unorthodox education in alchemy, however, you Chemical Exposure. Your Your alchemy is a little different from everyone acids are just as caustic, your poisons as deadly, and else, but thats what makes it special. Your unique your tonics as soothing, but you lack the careful, way of approaching the science grants you an practiced methodology that apprenticeship teaches. When attempting If you wish to be a self-made master, use the to recall a piece of Arcana or Nature lore, you often Unorthodox Alchemy feature, below.
You may trade have an idea on how to learn more, even if you your skill proficiency with Medicine for Survival, dont know anything specific. Usually, this method if you learned your trade in the wilderness, or for involves experimental, time-consuming, and Deception, if you practiced it in secret. Your GM might rule that there are certain things you cannot know nor further explore via alchemy. When using facemold Alchemists are masters of haphazard improvisation paste, you may add twice your proficiency bonus to and calculated improvement.
Even lacking the right any check made to make or maintain the disguise. Here youll find a few new items before starting to flake off and is immediately to add to the alchemists arsenal, and a new variant identifiable as fake upon touch. By spending one downtime day, a craftsman Glacial Effector produces about 5 gp worth of marketable Cost gp; Weight 1 lb. Alchemy is no differentbut oftentimes, The shard of porous material within this flask alchemists lack the required downtime.
To quickly explodes into a violent endothermic reaction upon produce alchemical items, you may make a DC 10 exposure to air. As an action, you can throw this Intelligence Alchemists Tools check. Your daily flask up to 20 feet, shattering it on impact. Make a progress is doubled for every 5 points by which you ranged attack against a creature or object, treating exceed this DC. If you fail by 5 or more, you ruin the glacial effector as an improvised weapon.
On a the days ingredients, losing the days raw materials hit, the target takes 1d4 cold damage and must make and 5 gp of progress. You may attempt to craft a DC 10 Strength saving throw or be flash-frozen. A various complications and interruptions. Alchemical Torch Cost 25 gp; Weight 1 lb. Midnight Dust The rough, sticky tar at the end of this torch Cost 75 gp; Weight 2 lbs.
An alchemical torch burns for significantly dimming the area around it. As an 1 hour and continues to smolder in heavy rains, action, you can throw a pouch of midnight dust into strong winds, and underwater albeit poorly when the air, creating an area of darkness as the darkness submerged, shedding only dim light in a 5-foot spell within a foot cube.
The dust remains in radius. Dimmer than a normal torch, it burns for 1 the air for 1 minute or until a wind of moderate hour and sheds bright light in a foot radius and or greater speed disperses it, and has no effect on dim light for an additional 10 feet.
If you make a magical light. A creature can end Cost gp; Weight 3 lbs. When lit, it spews suffocating black smoke, heavily obscuring Facemold Paste a foot cube for 1 minute. Air-breathing creatures Cost 50 gp; Weight 1 lb. After it sets, it is while breathing the fumes.
Awind of moderate or almost indistinguishable from the real thing. With 1 greater speed suppresses the smoke effect. Rounds minute of work, you can use facemold paste to create where the smoke is suppressed still count against the a convincing disguise, even if you are not proficient effects 1-minute duration.
Items crafted in this way cost no gold pieces, Wire coiled around this short length of charred but their volatile nature prevents you from carrying wood crackles with electricity, rapidly discharging more than one at a time. Crafting a new unstable when snapped. As an action, you can snap a alchemical item immediately renders the previous sparksprig to create a stroke of lightning 20 feet long one inert.
You must be proficient with and have and 5 feet wide, arcing out from you in the direction access to a set of alchemists tools to benefit from this you choose.
Each creature in the line must make a feat. DC 10 Dexterity saving throw or take 1d4 lightning damage and be stunned for 1 round. Pernicious Poisoner You have trained in the art of poison, gaining the following benefits: New Feats You gain proficiency with poisoners kits, and.
While alchemy is a broad science, not every may treat alchemists supplies as a poisoners alchemist displays their prowess in the same way.
The following feats represent only a few of the many You craft poisons twice as quickly as normal,. You may create concentrated poisons by. Throwing alchemical weapons at long range. When attacking with alchemical weapons, you.
Expeditious Alchemy You can produce alchemical items much more quickly than normal. As part of a short or long rest, you can produce a single unstable alchemical item. An unstable alchemical item functions in all ways like its normal. A n elf pulls the Emperor from her tarot deck and fixes the card to her friends fate. The barbarian charges into battle, and the enemy archers hesitate due to the Emperors protective influence. The barbarian smashes them all.
A golden-eyed dragonborn with tarot in spread reads a fellow adventurers fortune and flips to reveal Death. The adventurer gasps, but the dragonborn raises a hand. Do not worry, my child, she coos. This card merely represents change Inevitable, irrevocable change. Seers of Fate Cardcasters derives their powers from the tarota deck of mysterious cards purported to divine the future. By opening their minds to the tarots whims, cardcasters can exert a degree of control over fate.
Though cardcasters are sometimes maligned for practicing an inscrutable and unreliable art, their proponents recognize that what a cardcaster sacrifices in predictability she makes up for in adaptability. By accepting the cards they are dealt, cardcasters can see actions play out as foretold and issue a masterful response.
Did you inherit them from a wizened teacher, or did you uncover the set and its powers on your own? Are Clarifying Card Magic your card powers ones you invoke yourself, or are To define game terms, the tarot set refers to what they instead a spontaneous upwelling of fate? Despite the appearance of must have Intelligence 13 or better. You gain these mechanics, a cardcaster typically begins play proficiency in game set cards and one skill from the with an entire tarot set in-universe, and uses them classs skill list.
Class Features Cards of Power As a cardcaster, you gain the following class features. Your insight into the secrets of the tarot grants you their power and some capacity with spells. Constitution modifier per cardcaster level after Playing Your Cards 1st You release your magic by playing tarot cards. You begin with magical access to the major arcana Proficiencies cards numbered 0 through V, all of which go to Armor: None form your deck.
As you advance in level, you add Weapons: Daggers, darts, slings, quarterstaffs, major arcana cards to your deck as per the Major light crossbows Arcana Available column on the Cardcaster table. Tools: Game set cards When you complete a long rest, draw cards Saving Throws: Intelligence, Wisdom from your deck until you have a full hand.
You can Skills: Choose two from Arcana, Deception, play a limited number of cards from your hand to History, Insight, Investigation, Nature, and unleash magical effects; the uses are restored after Religion a long rest.
Played cards are moved to the discard pile. At the end of your turn, if you have less than Equipment a full hand, draw until your hand is full. When you You start with the following equipment, in addition to complete a long rest, discard whatever cards you the equipment granted by your background: wish from your hand, then shuffle the deck and a a quarterstaff, b a dagger, or c a longsword discard pile together and refill your hand.
Both the if proficient hand size and the number of plays improve as per a a component pouch, b an arcane focus, or c the Cardcaster table. When you play a tarot card from your hand, it Ritual Casting unleashes a spell effect. Each card gives you an You can cast a divination spell as a ritual if that spell option of effects. To activate a card power, you must has the ritual tag and you have the spell memorized.
A card powers ritual without discarding the card. Memorizing Divination Rituals When you find a divination ritual spell of 1st level or Spellcasting Ability higher, you can memorize it only if a cleric or wizard Intelligence is your key ability for cardcaster of your cardcaster level could prepare it, and you features, powers, and spells, since you discern spare the time to practice it.
You For each level of the spell, the process takes 2 use your Intelligence whenever a spell refers to hours and costs 50 gp, like a wizard copying a spell your spellcasting ability. In addition, you use your into their spellbook. The cost represents material Intelligence modifier when setting the saving throw components you expend as you experiment with DC for your cardcaster features, powers, or spells, or the spell to master it, as well as the incense burnt to when making a spell attack roll.
This card is always in your hand, and it does lists. You can play this card twice without expending the Spell Focus normal usage, but doing so does not benefit from You can use an arcane focus or a holy symbol as a Arcana Surge.
You regain these extra plays once you spellcasting focus for your cardcaster spells. While complete a short or long rest. Major Arcana Each card entry lists spell options. When you play Focus Card the card, you cast one spell from that list of your At 1st level, you have chosen a face card of the minor choice. Some cards have restrictions that limit how arcana through which to channel your powers: they can be used. If you have a restricted card in Knight of Swords, Page of Wands, or Queen of Cups, your hand, such as The Tower after playing The Star, all detailed at the end of the class description.
Your choice grants you features at 1st level, and again at 2nd, 6th, 10th, and 14th level. When you cast a spell through your tarot IThe Magician cards, spells that improve when cast with higher- Spell Options: burning hands, create or destroy level spell slots are cast with a 2nd-level spell slot. IIThe High Priestess 9th level onward: 5rd-level spell slot.
Spell Options: charm person, fog cloud, identify, or sleep. Mulligan Starting at 11th level, once per day when you IIIThe Empress complete a short rest, you can discard as many cards Spell Options: animal friendship, entangle, goodberry, from your hand as you wish and then draw until or speak with animals.
IVThe Emperor Card Mastery Spell Options: detect evil and good, hold person, At 18th level, choose a major arcana card numbered command, or protection from evil and good. This card is always in your hand, and it does not count against the number of cards in your VThe Hierophant hand.
You can play it as often as you like without Spell Options: bane, bless, sanctuary, or shield of faith. VIThe Lovers By spending 8 hours in contemplation, you can Spell Options: detect thoughts, mirror image, change your card choice. Restriction: See the Tower above. IXThe Hermit Restriction: Once you play the Moon or the Sun, Spell Options: counterspell, dispel magic, remove curse, you cannot use either card again until you complete or tiny hut.
Restriction: See the Moon above. Spell Options: foresight, imprisonment, mass heal, meteor swarm, or power word kill. Restriction: See Judgement above. Herculean Force Restriction: Once you play Temperance or the 3rd-level transmutation Devil, you cannot use either card again until you Casting Time: 1 action complete a long rest.
Your body surges with superhuman might. For the Restriction: See Temperance above. You XVIThe Tower can also lift, push, and drag Medium-sized objects, Spell Options: disintegrate, divine word, magnificent regardless of weight, and throw them up to 5 feet. If you cast this spell using a spell Restriction: Once you play the Tower or the Star, slot of 5th level or higher, increase both size catego- you cannot use either card again until you complete ries mentioned by one, and the throwing distance by a long rest.
As a bonus action, you can use this The cardcaster draws power from these as well, feature to seize this moment by selecting a creature primarily from a face card of their preferred suit. For 1 minute, whenever that creature takes damage, it takes an additional Knight of Swords amount of damage equal to your Intelligence Swords embody mental force and determination modifier.
Cardcasters who Once you use this feature, you cant use it again focus on the brave Knight of Swords draw the sword until you complete a long rest. Fatesever Cantrips Starting at 14th level, when you hit with a melee You know the cantrips mage hand and sacred flame.
You can use this Bonus Proficiencies feature once per day, but you regain use of this You are proficient with shortswords, longswords, feature when you are hit by a melee weapon attack.
You also gain proficiency with light armor, medium armor, and shields. Bonus Proficiencies Also starting at 14th level, you gain proficiency with Warriors Fortitude heavy armor and all martial weapons. Your resolve increases your Hit Dice from this class by one step. The Pageor d8s. Princessof Wands enthusiastically explores her esoteric power, and those who focus on her develop Resounding Charge even greater command of their tarot deck.
Starting at 2nd level, the wind at your back roars as you charge into battle. As a bonus action, you Cantrips call up the wind to speed your way. Until the end You know the cantrips minor illusion and produce of your next turn, your movement doesn't provoke flames. Once you use this feature, Once per day when you finish a short rest, you can you cant use it again until you complete a long rest choose a used card numbered 0 through XIII to or a short rest.
Take the card from the discard pile and put it into your hand. Until you complete a long rest, Extra Attack you can play that card once more without expending Starting at 6th level, you can attack twice, instead of an additional use of your high arcana plays. Sprout of Curiosity Starting at 2nd level, your proactive inquiries grant you more control over the tarots power.
When you complete a long rest, before refilling your hand,. Then shuffle the deck and continue to draw You know the cantrips friends and ray of frost. Sincerity Backburn Your open heart easily connects with others. You Starting at 6th level, small burnt sacrifices bend gain proficiency in Insight and Persuasion, and you chaotic power to your will.
Once per day when you gain message as a bonus cantrip. Discard Starting at 2nd level, your affection for others the rest of your hand. Search the deck for any two imbues you both with vitality. When you activate a cards and add them to your hand. Then shuffle the card power that targets at least one friendly creature deck and draw until you have a full hand.
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