# Palant Guide to Exploring Sword Coast ###### tags: `5etools conversion`, `PGtESC` [TOC] ## DRAGONS and other FIGURES ### Claugiyliamatar ### Olothontor ### Nurvureem ### VOARAGHAMANTHAR ### WAERVAERENDOR ### King Witchthorn ### Morg ## FEATS ### Armored You have learned the proper use of armor. You gain the following benefits: • Your **Dexterity**, **Constitution**, or **Strength** score increases by 1, to a maximum of 20. • You gain proficiency with shields. • When you take this feat, you gain proficiency with light armor. If you are already proficient with light armor, you gain proficiency with medium armor. If you are already proficient with medium armor, you gain proficiency with heavy armor. You can take this feat two times and if you take this feat twice, you gain proficiency with all types of armor. Medium Armor Master, Heavy Armor Master was replaced by Armor Expert ### Armor Specialization You have spent countless hours conditioning your body to the needs of wearing armor. You gain the following benefits: • Your Dexterity, **Constitution**, or **Strength** score increases by 1, to a maximum of 20. When you first take this feat, choose either light, medium, or heavy armor. You must be proficient in the type of armor you choose. While wearing your chosen armor, you gain the listed benefits: • Light Armor: Your AC is increased by 1. • Medium Armor: You can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. • Heavy Armor: Bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3. You may choose this feat more than once, selecting a different type or armor each time. You gain the benefits of each of your chosen types of armor. > Feat War Caster are replaced by two feats: Combat Caster – for casters who want to maintain Concentration as long as possible and Battle Caster – who uses steel as often as magic ### Battle Caster **Prerequisite:** ability to cast spells •You can spend 1 hour to enhance your weapon to serve your spellcasting focus. •You gain bonus equal to your proficiency bonus to Concentration saving throws •You can channel your spells with range touch using your melee weapon which is used as spellcasting focus. Doing so you use attack bonus as if you would make melee weapon attack and spell does its normal damage. •You can perform the somatic components of spells even if you have weapons or a shield in one or both hands. •When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. ### Blademaster You have trained extensively with the use of bladed weapons, perhaps with a professional instructor such as a master-at-arms. You know how to use the *greatsword, longsword, scimitar, rapier, dagger, and shortsword* not only for attack, but also for defense. • When you draw a longsword, scimitar, rapier, dagger, or shortsword you may use a bonus action to make an attack with the pommel of your weapon. This attack deals no damage but your next attack before the end of your turn has advantage. • When you miss with an attack using a greatsword, longsword, scimitar, rapier, dagger, or shortsword you may pull the weapon back in a swift draw cut. You may expend your reaction and make an additional attack against the same target. • When an enemy would hit you with a melee weapon attack, you may use your reaction to make an attack roll with your greatsword, longsword, scimitar, rapier, dagger, or shortsword. This attack deals no damage but if the result of your attack roll equals or exceeds their attack roll, their attack misses. ### Combat Caster **Prerequisite:** ability to cast spells with Concentration You can concentrate on spells in dangerous situations. You gain next benefits: •You gain bonus +5 to Concentration saving throws •You can gain additional bonus +5 to Concentration saving throw as reaction after knowing result of your roll. •You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. •You automatically succeed on Concentration saving throw if damage dealt not reduce your current hit points below your normal maximum hit points ### Dirty Fighter You learned to fight not from a master-at-arms or some other fancy teacher, but from the streets: in back alleys and bar room brawls. Your combat style is unorthodox and underhanded, but few can argue with the results. • When you successfully grapple a creature or escape a grapple, you may make a single attack with an unarmed strike, club, dagger, handaxe, or shortsword as a bonus action. Additionally, whenever a creature fails to escape a grapple with you, you may make a single attack with one of those weapons as a reaction. • When you hit a creature with an attack using an unarmed strike, club, dagger, handaxe, or shortsword, you may choose to strike with blunt force at a vulnerable location rather than aiming to kill. Instead of its normal damage, the attack deals damage equal to your Strength modifier and the target must make a Constitution saving throw (DC = 8 + your Proficiency bonus + your Strength modifier) or be stunned until the beginning of its next turn. • When you hit a creature with an attack using a dagger, handaxe, or shortsword you may use a bonus action to twist the blade and deal an additional 2d4 damage. ### Fencer While you are wielding a dagger, greatsword, longsword, rapier, or shortsword, you can use the following special abilities. **Parry**. When a creature within 5 feet of you hits you with a weapon attack, you can use your reaction to gain +2 AC against the triggering attack. **Riposte**. When a creature misses a melee attack against you, you can use your reaction to make one weapon attack against the creature if it is within your reach. **Thrust**. When you hit a creature with a weapon attack, you can move yourself and the creature 5 feet in any direction as long as you remain within 5 feet of one another. > Sharpshooter was replaced by Sharp eye. ### Sharp eye **Prerequisite:** Dexterity 13 or higher You have spent countless hours training with a single ranged weapon, learning how to place the arrow or bullet exactly where you want it. You gain the following benefits when making attacks with a ranged weapon: • You suffer no penalties for attacking at long range. • You ignore penalties for firing at targets behind three-quarter or half cover. ~~• Before making an attack, you may choose to not apply your proficiency bonus to your attack roll. If your attack hits, you deal additional damage equal to double your proficiency bonus.~~ • Your **Dexterity** or **Wisdom** score increases by 1. ### Explorer Attuned to integrants of geography and the currents of history, you gain the following benefits: • Your **Intelligence** or **Wisdom** score increases by 1. • You gain proficiency in cartographer’s tools. • You always know which way is north. • You have advantage on checks made to determine distance, checks made to spot distant or obscured landmarks, and checks made to determine the age of a location or object, such as an ancient ruin or the treasure within. ### Nomad Consumed by a wanderlust that drives your body beyond conventional limits, you gain the following benefits: • Your **Constitution** or **Wisdom** score increases by 1. • You have advantage on saving throws made to resist the effects of travelling for more than eight hours per day. • When you take a long rest, you only need four hours of sleep. The remaining time can be spent performing light activity, such as keeping watch or reading a book. If you are a race that needs less than 8 hours of sleep to gain the benefits of a long rest, this has no additional effect. • Over the course of one minute, you can examine the sky and determine what the weather will be for the next eight hours. You must take a long rest before using this ability again. ### Watchful Eyes With the unyielding vigilance of the apex predator, you gain the following benefits: • Your **Wisdom** score increases by 1. • Your passive Wisdom (Perception) score increases by 5. • While travelling, you can notice threats while engaged in another activity. • You have advantage on Wisdom (Perception) checks made as part of the Search action or to observe creatures within the immediate area. ### Strong Back The things you bear are more important than the body that bears them. You gain the following benefits: • Your **Strength** or **Constitution** score increases by 1. • You count as if you were one size category larger for the purpose of determining your carrying capacity. • You have advantage on Strength checks made to push, lift, or pull objects. • You have advantage on Strength (Athletics) checks made to shove a creature. ### Survivalist You speak with the land. You are the land. You gain the following benefits: • Your **Wisdom** or **Intelligence** score increases by 1. • When you succeed on a Wisdom (Survival) check to forage for food, you roll an extra d6 to determine how much. • You have advantage on Wisdom (Survival) and Intelligence (Nature) checks made to harvest body parts from a creature. • You have advantage on Wisdom (Survival) checks made to hunt creatures, as well as Intelligence (Nature) checks made to survey a region ### Weapon Specialization Prerequisites: Fighter 4 level Your focused training in the use of certain weapons allows you to strike more precisely with them. When you hit with an attack roll using weapons from selected weapons group you deal an extra 1d4 damage on a hit. If the target is within 5 feet of you, the extra damage increases to 1d6 instead of 1d4. The extra damage is the same type as the weapon's damage. However, attacks made as part of a bonus action only inflict this extra damage if they are melee attacks. Also, you gain bonus +1 to attack rolls with weapons from selected weapon groups. #### Weapon groups **Long Blades:** long sword, greatsword, rapier **Short Blades:** dagger, sickle, shortsword, scimitar **Axes:** handaxe, battle axe, great axe **Polearms:** spear, ycklwa, glaive, guisarm, halberd **Bows:** shortbow, longbow **Crossbows:** hand crossbow, light crossbow, heavy crossbow **Bludgeoning weapons:** light hammer, Warhammer, flail, mace, Morningstar, club, greatclub ### Inspirational Caster **Prerequisites:** Charisma 13 or higher, The ability to cast at least one spell Your impressive and inspiring spells rally allies to your cause. • You gain proficiency in your choice of Intimidation or Persuasion. • If you target allies with a spell that does not cause damage, those allies gain advantage on saving throws to resist effects that cause charm or fear for a number of rounds equal to your Charisma ability modifier, in addition to the normal effect of the spell. ### Battlecaster **Prerequisites:** The ability to cast at least one spell • You are skilled at casting spells with a weapon in hand. • You can use a weapon that you're proficient with as a spellcasting focus. • When wielding a magical weapon that you're proficient with and that provides a bonus to hit and damage, you can also add that weapon's bonus to damage rolls for spells you cast. • You gain proficiency with a simple or martial weapon of your choice. ### Negotiator You have honed the knack of the deal and counter offer, perhaps by crossing words with creatures used to getting the upper hand in negotiations. You gain the following benefits: • Increase your **Charisma** score by 1, to a maximum of 20. • When a creature two or more size categories larger than you targets you with a melee weapon attack, you can use your reaction to make yourself seem pathetic and unthreatening. The creature must redirect its attack against a different target; if no alternative target is within the attacker's reach or range, it can still attack you. Until the end of your next turn, your next melee or ranged attack against that creature is made with advantage. You must complete a short or long rest before using this ability again. When you purchase a good or service, you can attempt an opposed Charisma (Persuasion) check versus the seller's Wisdom (Insight). If you win the contest, you secure a 10 percent discount on the transaction. Once you use this feature on a given individual, you can't use it on them again for one week. When you pay for lifestyle expenses during downtime, they are halved. Source: DM14, page 5 ### Navigator You have developed the skills necessary to assist navigation at land and sea. You gain the following benefits: • Increase your **Wisdom** score by 1, to a maximum of 20. • You have proficiency in navigator's tools. If you are already proficient in navigator's tools, you can add a bonus equal to your Wisdom modifier to any checks made while using them. • If you can see the stars or sun, you know which way is north. You can tell which way the weather, including wind and temperature, is going to turn in the next 24 hours. ### Medic You master the physician's arts, gaining the following benefits: • Increase your **Wisdom** score by 1, to a maximum of 20. • You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends. ### Naturalist Your extensive study of nature rewards you with the following benefits: • Increase your **Intelligence** score by 1, to a maximum of 20. • You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. • You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. Source: UAFFS, page 3 ### SPELL WARPER Prerequisite: The ability to cast at least one spell You have studied specific ways to alter the spells you cast. You gain the following benefits: • You gain one Metamagic option from among those available to sorcerers. • You have a pool of 3 sorcery points which you can spend only for this Metamagic option. You regain any expended sorcery points when you finish a long rest. You can select this feat multiple times. Each time you do so, you gain a new Metamagic option for which you can use this pool of sorcery points, and the total number of sorcery points you have from this feat increases by 2. ### SKILL MASTERY You have become exceptionally proficient with a specific skill set, pushing yourself beyond normal means. • Increase one ability score of your choice by 1, to a maximum of 20. Then choose a skill you are proficient with. You can add double your proficiency bonus to checks you make using that skill. You also gain an additional benefit based on the chosen skill, listed below. You can take this feat more than once, choosing a different skill each time. • Acrobatics. Moving through difficult terrain doesn’t cost you extra movement. You can squeeze through spaces as small as 2 feet across if you are Medium, or up to 1 foot across if you are Small. • Animal Handling. You can speak with beasts, replicating the effects of a speak with animals spell. As a bonus action, you can calm a hostile beast within 30 feet of you. If it has an Intelligence score of 3 or lower, it becomes charmed by you until the end of your next turn. • Arcana. You learn the prestidigitation cantrip. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells • Athletics. You can climb and swim without spending extra movement, and you are treated as a Large creature when determining your carrying capacity. Deception. As a bonus action, you can choose a creature within 30 feet of you that can hear and understand you. It loses its reaction until the start of your next turn. • (History) check. On a success, you give helpful advice, granting the creature a bonus to the ability check or attack roll you assisted it with equal to your proficiency bonus. • Insight. You can choose a creature you can see within 30 feet of you as an action. You learn its alignment and current emotional state. This ability cannot be thwarted by mundane means. • Intimidation. As a bonus action, choose a creature within 30 feet of you that can hear and see you. That creature cannot willingly move closer to you until the start of your next turn. • Investigation. You can take the Search action as a bonus action. When you would make a Wisdom (Perception) check, you can make an Intelligence (Investigation) check instead. • Medicine. You can tend to the wounds of up to six willing creatures during a short rest. When you do, each creature gains hit points equal to your level + your proficiency bonus. • Nature. You learn the druidcraft cantrip. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. • Perception. Creatures cannot successfully hide from while you can see and hear. You can see and hear things clearly from twice as far as you normally can. • Performance. As a bonus action, you can choose a creature within 30 feet of you that can hear and see you. That creature has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks until the start of your next turn. • Persuasion. If you spend 1 minute talking to a creature that can understand you and is not hostile to you, that creature becomes charmed by you for as long as you remain within 60 feet of it and for 1 minute thereafter. • Religion. You learn the thaumaturgy cantrip. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. • Sleight of Hand. You can make Dexterity (Sleight of Hand) checks to plant something on someone else, conceal an object on a creature, lift a purse, and so on even while being directly observed by the creature. • Stealth. You can take the Hide action even while being observed, remaining hidden so long as you end your turn behind total cover from the creature. • Survival. You can cast alarm and goodberry once each without expending a spell slot, regaining the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. ### Focus Specialist Prerequisite: Ability to use the wand, staff, or orb spell focus. • Your Intelligence score increases by +1. • Choose one focus type. You may attune one additional magic item of that time; this does not count against your limit of attuned items. Additionally, you gain another benefit, based on the item type you chose: **Orb Specialist:** When you cast a divination, enchantment, or illusion spell of at least 1st level using the orb as a spell focus, you can "store" one phantom spell level within the orb. - As a bonus action, you can "tap" into the orb to drain it of spell levels, regaining a single spell slot of up to the number of phantom levels in the orb. - All phantom spell levels within the orb are lost and the orb does not gain additional phantom spells levels until after you finish a long rest. **Staff Specialist:** During a short rest, you may spend a hit die. Roll this die, and add your Intelligence modifier to the result. One attuned staff of your choice regains that many charges. - When you cast a spell using a staff as the spell focus, you may use a bonus action to also make an attack with the staff. - Staves are never destroyed when you spend the last charge in them. **Wand Specialist:** During a short rest, you may spend a hit die. Roll this die, and add your Intelligence modifier to the result. One attuned wand of your choice regains that many charges. - When you cast a cantrip using a wand as the spell focus, you may add your Intelligence modifier to the damage. - Wands are never destroyed when you spend the last charge in them. You may purchase this feat multiple times, each time applying to a new focus type. ### STAFF SPECIALIZATION Prerequisite: Ability to spellcasting Вы специализируетесь на использовании своего посоха как фокуса, через который проходит вся ваша сила. ### WAND SPECIALIZATION Prerequisite: Ability to spellcasting Вы специализируетесь на использовании волшебного жезла, как тонкого инструмента, создающего вязь Плетения. ### ORB SPECIALIZATION Prerequisite: Ability to spellcasting Вы специализируетесь на использовании сферы, концентрируясь на всеобъемлющем обхвате вашими заклинаниями. ### ROD SPECIALIZATION Prerequisite: Ability to spellcasting Ваш магический скипетр является вашим основным инструментом, которым вы мастерски пользуетесь. ### Battle Mage Specialization Вы специализируетесь на боевой магии. ### TRUE GEOMETER Prerequisite: Ability to spellcasting У вас редкий талант видеть правильные формы и взаимосвязи и что не маловажно - твердая рука позволяющая одним росчерком рисовать сложнейшие узоры, над которыми другие маги могут сидеть часами. Время сотворения ритуалов уменьшено вдвое. ### Mounted Caster **Prerequisite:** Ability to cast spells You've learned that tapping into the Weave is not unlike riding a mount of a different sort. This convoluted metaphor has informed your choice to wield spells from the back of your steed. When your mount takes the Dash action and you cast a spell with area of a cone, you may double the width of the cone for purposes of determining the area of effect. You can use this feature a number of times equal to your spellcasting modifier before you must finish a long rest. You make Concentration Saving throws to maintain a spell with advantage while you are mounted ### Trick Rider Prerequisite: Dexterity of 13 or more The saddle isn't just your seat, it's your stage. As a bonus action you can hang down on the side of your mount while riding, granting yourself 3/4 cover until your next turn. You must succeed on a DC 10 Dexterity (Acrobatics) check to return to your regular seated position or have disadvantage on your next attack. If your mount takes the Disengage action, you can use your reaction to turn around in the saddle and make one ranged weapon attack. You can use this feature a number of times equal to your Dexterity modifier before you must finish a long rest. ## Horses ### Fragile Horse ### Light Warhorse ### Heavy Warhorse ### Light Horse ### Heavy Horse ### Warpony ### Rider Trained All creatures listed on the Mounts chart are trained for use as mounts. An untrained creature will buck or otherwise try to dislodge a rider unless it is controlled by magic. Untrained creatures cannot be controlled as mounts by Wisdom (Handle Animal) checks. Rider-trained mounts require no Wisdom (Animal Handling) checks to ride, except when the rider wishes to perform a risky maneuver like jumping a fence. At the DM’s discretion, any domesticated animal might perform an appropriate simple trick, like fetching, with a successful Wisdom (Handle Animal) check. ### Combat Trained For an additional expense, mounts can be acquired with special training to make them useful in combat. A mount that does not have combat training is difficult to control in battle. Each round, the rider must make a Wisdom (Handle Animal) check with a DC of 10, or a DC of 15 if the mount is injured. If the check fails, or if the animal is otherwise left to its own decisions, it does what its nature dictates. Most animals flee combat, moving away from the loud noises and source of pain as quickly as possible. An uninjured riding horse might stay near a fallen rider if it is not directly threatened. A mastiff will probably defend a downed rider, often aggressively. A giant lizard might snap up a fallen corpse to consume later as it flees the battle. These decisions are left to the DM. Combat-trained mounts do not require checks to control in battle. If the rider falls, the mount will defend the rider until the mount is calmed with a Wisdom (Handle Animal) check. Combat-trained mounts gain 1 Hit Die, a bonus of +2 to Strength and Dexterity, a bonus of+1 to Constitution and Wisdom, and a special overbearing feature: Slam. If the mount moves at least 20 feet straight toward a creature and then hits it with one of its natural attacks on the same turn, the target must succeed on a Strength saving throw or also be knocked prone. The DC is 10 + the mount’s Strength modifier. If the creature is knocked prone, the mount can make another natural attack against it as a bonus action. The mount cannot use this feature on targets of its own size or larger. Combat training requires a creature to have been trained as it was raised; most animals of certain ages are too set in their ways or are too wary of new things, such that the effort and expense needed for training are not justified. Combat-trained animals cost an additional amount equal to 5 times the listed value of the animal. #### Exceptional Specimen Exceptional specimens are particularly hearty creatures. Not only have they been bred for their extraordinary characteristics, but they are also the finest specimens of the resulting stock. These costly creatures are sought out by those in need of durable mounts that can better weather the tougher challenges routinely faced by higher-level adventurers. Exceptional mounts gain **2 Hit Dice**, **a +1 bonus to Intelligence (to a maximum of 4)**, and a **+2 bonus to Charisma and Wisdom**. This feature is compatible with the combat trained feature, above, granting cumulative bonuses. Exceptional specimens cost no less than 5 times the listed value of the animal. Exceptional specimens are not often found for sale in common markets. To find such creatures, adventurers usually look to horse breeding experts, markets near large cities, or the stables of the local nobility. ### Possible traits of Warhorses War mount. If rider is nearby, heavy warhorse has advantage on saving throws against charmed and frightened condition. **_Battle Trained._** Heavy warhorse has advantage on saving throws against fear and frightened condition. **_Docile _** **_Cold adapted _** **_Hot Adapted _** **_Fast _** **_Slow _** **_Advanced Combat Training._** Heavy warhorse is proficient with light, medium and heavy armor. In addition, a rider has an Advantage on all checks to maintain control and to remain in the saddle **_War mount._** Light warhorse has advantage on saving throws against being charmed or frightened if it can see or hear the rider. **_Basic Combat Training._** Light warhorse is proficient with light, medium armor. In addition, a rider has an Advantage on all checks to maintain control and to remain in the saddle Any light warhorse can have any two of those traits, and heavy warhorse can have three of those traits **_Trampling Charge._** If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC equal to (8+horse proficiency bonus+Horse’s strength modifier) Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. **_Mobile Charge._** After galloping for 20 feet or more, this creature does not provoke attacks of opportunity when moving in or out of range of any enemy. **_Endurance._** A light warhorse makes Constitution saving throw against exhaustion with an advantage. **_Run._** A light warhorse can make a Dash as bonus action. ## SPELLS ### Classic Find Familiar 1 1 уровень, вызов (ритуал) Время накладывания: 10 часов Дистанция: 10 футов Компоненты: В, С, М (стоящие 10 зм уголь, благовония и травы, сжигаемые в огне или латунной жаровне) Длительность: Мгновенная Вы получаете в услужение фамильяра — духа, принимающего облик выбранного вами животного: ворона, кошки, краба, крысы, летучей мыши, лягушки (жабы), морского конька, осьминога, паука, рыбы (пиранья), совы, хорька, ядовитой змеи, ястреба или ящерицы. Появившись в свободном пространстве в пределах дистанции, фамильяр приобретает характеристики выбранной формы, хотя он не зверь, а небожитель, фея или исчадие (на ваш выбор). Ваш фамильяр действует независимо от вас, но всегда повинуется вашим командам. В сражении оно определяет свою инициативу и действует в свой ход. Фамильяр не может атаковать, но может совершать другие действия как обычно. Когда хиты фамильяра опускаются до 0, он исчезает, не оставляя физического тела. Он возвращается, когда вы используете это заклинание ещё раз. Пока фамильяр находится в пределах 100 футов, вы можете общаться с ним телепатически. Кроме того, вы можете действием начать смотреть глазами фамильяра и слушать его ушами до начала своего следующего хода, получая преимущество от особых чувств, которыми может обладать фамильяр. В это время для своих собственных чувств вы слепы и глухи. Вы можете действием временно отпустить своего фамильяра. Тот исчезает в карманном измерении, где будет ждать, пока вы его не призовёте. В качестве альтернативы, вы можете отпустить его насовсем. Пока фамильяр временно отпущен, вы можете действием вернуть его в свободное пространство в пределах 30 футов от себя. У вас не может быть больше одного фамильяра одновременно. Если вы накладываете это заклинание, уже имея фамильяра, вы заставляете принять его новый облик. Выберите один из описанных выше обликов. Ваш фамильяр становится этим существом. Если вы накладываете заклинание с дистанцией «касание», его может передать фамильяр, как если бы это он его накладывал. Ваш фамильяр должен при этом находиться в пределах 100 футов от вас, и он использует свою реакцию, когда вы накладываете его. Если заклинание требует броска атаки, вы используете свой модификатор атаки. #### Find Familiar В заклинание внесены следующие изменения: 1. Длительность призыва: 10 часов, при этом ритуал должен начинаться на рассвете. 2. Вы определяете одну форму в которой воплотится фамильяр – этот фамильяр не сможет принимать любую другую форму (если конечно его форма на это не способна самостоятельно). 3. Если вы захотите сменить фамильяра, то после разрыва связи с первым – второго вы сможете призвать через 10 дней. 4. Фамильяр развивается вместе с вашим даром заклинателя: - фамильяр получает +1 хп за каждый уровень заклинателя - начальное значение Интеллекта фамильяра – 6 или значение Интеллекта выбраннй формы, если оно выше - Интеллект фамильяра развивается с уровнем заклинателя – Интеллект фамильяра равен 6+(уровень заклинателя-2)/2 (округляется в меньшую сторону, но не меньше 0). - Начиная с 6 уровня заклинателя фамильяр получает возможность полноценно разговаривать телепатически с заклинателем), а с 11 уровня заклинателя – просто получает дар речи 5. В случае если призванный фамильяр погибает, а заклинатель еще жив то заклинатель получает урон в размере Уровень к4 (т.е. на 5ом уровне заклинателя – 5к4). Фамильяр может быть возвращен к жизни повторным ритуалом призыва заклинателем с полным количеством хитов ### Classic IDENTIFY 1 Whenever a spellcaster attempts to cast the identify spell, you can use these rules as an alternative. These rules try to solve the problem with how the spell might reveal any mystery that could have been. Instead, it works with a set DC for how well the attempt is. This reinforces that more powerful spellcasters can properly identify the properties of an artifact, whereas a new wizard or sorcerer would not be able to. Whenever the identify spell is cast, the caster must make an ability check using their spellcasting ability. The DC can be found below on the Identify Item table. On a success, the creature learns the properties of the magic item. On a failure, the creature cannot cast identify on the item for the next 24 hours. IDENTIFY ITEM DC | Magic Item Rarity --|-- 5 | Common 10 | Uncommon 15 | Rare 20 | Very Rare 25 |Legendary 30 |Sentient Items or Artifacts +2 per additional traits or feature of item ### Reveal Magic 2 2nd-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You can make the hidden auras of magical spells and items visible to all, rather than personally viewing them with detect magic. When cast, the spell reveals all magic within a 20 foot radius as radiance, and you may move around an area while the spell is active, as it remains centered on you. The magic does not differentiate between different intensities or types of magic when used thus. Anyone may choose to study a source of magic within the revealed area in order to learn more about it. This requires an Intelligence (Arcana) check, DC 14, with success revealing a rough idea of the intensity of the magic (as determined by spell level or magical item rarity), and the primary color of the studied radiance revealing to what school of magic that effect belongs. Like detect magic, this spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the area affected by the spell increases by 10 feet in radius per spell level above 2nd. **CLASSES:** ### Prayer 3rd-level conjuration Casting Time: Bonus action Range: 25 feet Duration: Concentration, up to 1 minute Choose number of creatures within range up to your spellcasting ability modifier. Until the spell ends, each target gains the blessing of the gods, manifested in a +1 bonus to AC, attack rolls, weapon damage rolls, ability checks, and saving throws. ### Holy Vigor 3rd-level abjuration Casting Time: 1 action Range: Touch Duration: 8 hours Your touch imbues a willing creature with blessed vigor. It gains **3d8 + 9 temporary hit points** for the duration. These hit points can exceed the creature’s hit point maximum, and they cannot be regained. If the creature takes any damage, these hit points are lost first. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 2d8 for each level above 3rd. ### Righteous Shield 4nd-level abjuration Casting Time: 1 action Range: 10 feet Duration: Concentration, up to 1 minute Holy power radiates from you, protecting friendly creatures within 10 feet of you. For the duration, each friendly creature in the area, including you, gains resistance to bludgeoning, piercing, and slashing damage. ### Holy Power 4 4th level Conjuration Casting time: 1 bonus action Range: self Duration: 10 min You gain +4 to hit, +4 to damage to Strength-based weapon attacks and ability checks. Also you can spent your bonus action to make additional weapon attack. ### Animate Servant 2nd-level transmutation Casting Time: 1 action Range: 5 feet Components: V, S, M (a metal figurine of a man worth at least 50 gp) Duration: Concentration, up to 1 hour You suffuse a man-shaped figurine you can touch with elemental magic. The figurine grows to take the shape of a man-sized servant in an unoccupied space within range. Its base statistics are presented below. The animated servant's statistics change based on the proficiency bonus and spellcasting ability of the caster, as well as the level of the spell slot used to cast this spell. The servant remains for the spell's duration, after which it falls to the ground and returns to its figurine form. It follows your mental commands, which you can issue at any time so long as you not incapacitated. If the servant is reduced to 0 hit points, the spell ends and the metal figurine breaks. It can be repaired with 2 hours of work, which can be performed during a long rest. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the animated servant's hit points increase by 10 for each slot level above 2nd level, and its Slam attacks deal an extra 1d4 force damage for each slot level above 1st level. These effects are represented in the animated servant's stat block.(змінено) ### Animate Defender 4th-level transmutation Casting Time: 1 action Range: 5 feet Components: V, S, M (a magically-prepared stone cube worth 500 gp) Duration: Concentration, up to 1 hour To cast this spell, you must create or obtain the magical designs for a defensive construct, which are stored as a stone cube no more than six inches on a side. When you cast this spell, you infuse the cube with magic, transforming it into a stone defender that appears in an unoccupied space within range. You can find its statistics in Mordenkainen’s Tome of Foes. The stone defender uses your spellcasting ability instead of its Strength for the attack and damage rolls of its slam attack, it uses your proficiency bonus instead of its own, and its attacks are magical. The stone defender remains animated for the spell's duration, after which it reverts to its cube form. It follows your mental commands, which you can issue at any time so long as you are not incapacitated. If the stone defender is reduced to 0 hit points, the spell ends and the cube breaks. It can be repaired with 2 hours of work, which can be performed during a long rest. ### **Animated Servant** Medium construct, unaligned Armor Class 18 (natural armor) Hit Points 30, +10 for each slot level above 2nd Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 1 (-5) 3 (-4) 1 (-5) Damage Immunities poison, psychic Condition Immunities blinded, charmed, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft. (blind beyond this radius), passive Perception 6 Languages - Challenge - (0 XP) Actions Multiattack. The animated servant makes two attacks with its Slam. Slam. Melee Weapon Attack: the caster’s proficiency bonus + the caster’s spellcasting ability modifier to hit, reach 5 ft., one target. Hit. bludgeoning damage equal to 2d6 + the caster’s spellcasting ability modifier, plus 1d4 force damage for each slot level above 2nd. This damage is magical. ### Permanency 6th-level Transmutation Casting Time: 1 min Range: Touch Components: V, S Duration: Permanent This spell affects the duration of certain other spells, making the duration permanent. The personal spells upon which a permanent is known to be effective are as follows: * Detect magic * Longstrider * Unseen servant * Comprehend languages * Alter Self * Darkvision * See Invisibility * Tongues * The wizard casts the desired spell and then follows it with the Permanency spell. Each Permanency spell lowers the wizard’s Constitution by 1 point for duration of Permanency spell. The wizard cannot cast these spells upon other creatures. This application of Permanency can be dispelled only by a wizard of greater level than the spellcaster was when he cast the spell. In addition to personal use, the Permanency (also with lowering of wizard’s Constitution) spell can be used to make the following object/creature or area-effect spells permanent: * Web * Enlarge/Reduce * Invisibility (Note that any action that break Invisibility will also break Permanency) * Fear * Gust of Wind * Magic Mouth * Stinking cloud * Wall of fire * Wall of force * Tiny Servant (if tiny servant will be destroyed Permanency will end) Additionally, the following spells can be cast upon objects or areas only and rendered permanent (without lowering of caster’s Constitution): * Dancing lights * Alarm * Illusory Script * Fog Cloud * Grease * Snare (only affecting duration of Snare before triggering — after triggering Permanency will end) * Magic Circle * Scrying (only if Scrying is targeting location and not creature) * Teleportation Circle * Programmed Illusion * These applications to other spells allow it to be cast simultaneously with any of the latter when no living creature is the target, but the entire spell complex then can be dispelled normally, and thus negated. The Permanency spell is also used in the fabrication of magical items (see the 4th-level spell Enchant an Item). At the DM’s option, Permanency might become unstable or fail after a long period of at least 1000 years. Unstable effects might operate intermittently or fail altogeth