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70 changes: 69 additions & 1 deletion Compendiums/Character Compendium.xml
Original file line number Diff line number Diff line change
Expand Up @@ -8980,6 +8980,26 @@
<name>Primeval Guardian: Piercing Thorns</name>
<text>At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.</text>
</feature>
<feature optional="YES">
<name>Ranger Archetype: Monster Slayer (UA)</name>
<text>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</text>
</feature>
<feature optional="YES">
<name>Monster Slayer: Slayer’s Mysticism</name>
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.</text>
<text />
<text>3rd — protection from evil and good</text>
<text>5th — zone of truth</text>
<text>9th — magic circle</text>
<text>13th — banishment</text>
<text>17th — planar binding</text>
</feature>
<feature optional="YES">
<name>Monster Slayer: Slayer’s Eye</name>
<text>Starting at 3rd level, you gain the ability to study and unravel a creature’s defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target’s vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.</text>
<text>In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.</text>
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
Expand All @@ -8995,6 +9015,10 @@
<name>Primeval Guardian: Ancient Fortitude</name>
<text>At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.</text>
</feature>
<feature optional="YES">
<name>Monster Slayer: Supernatural Defense</name>
<text>At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Eye forces you to make a saving throw, add 1d6 to your roll.</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
Expand All @@ -9010,6 +9034,10 @@
<name>Primeval Guardian: Rooted Defense</name>
<text>At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.</text>
</feature>
<feature optional="YES">
<name>Monster Slayer: Relentless Slayer</name>
<text>At 11th level, you gain the ability to foil your foe’s ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer’s Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
Expand All @@ -9024,6 +9052,10 @@
<name>Primeval Guardian: Guardian Aura</name>
<text>Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.</text>
</feature>
<feature optional="YES">
<name>Monster Slayer: Slayer’s Counter</name>
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.</text>
</feature>
</autolevel>
</class>
<class>
Expand Down Expand Up @@ -9307,6 +9339,26 @@
<name>Primeval Guardian: Piercing Thorns</name>
<text>At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.</text>
</feature>
<feature optional="YES">
<name>Ranger Conclave: Monster Slayer</name>
<text>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</text>
</feature>
<feature optional="YES">
<name>Monster Slayer: Slayer’s Mysticism</name>
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.</text>
<text />
<text>3rd — protection from evil and good</text>
<text>5th — zone of truth</text>
<text>9th — magic circle</text>
<text>13th — banishment</text>
<text>17th — planar binding</text>
</feature>
<feature optional="YES">
<name>Monster Slayer: Slayer’s Eye</name>
<text>Starting at 3rd level, you gain the ability to study and unravel a creature’s defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target’s vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.</text>
<text>In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.</text>
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
Expand Down Expand Up @@ -9336,6 +9388,10 @@
<name>Primeval Guardian: 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 optional="YES">
<name>Monster Slayer: 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>
</autolevel>
<autolevel level="6">
<feature>
Expand Down Expand Up @@ -9378,6 +9434,10 @@
<name>Primeval Guardian: Ancient Fortitude</name>
<text>At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.</text>
</feature>
<feature optional="YES">
<name>Monster Slayer: Supernatural Defense</name>
<text>At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Eye forces you to make a saving throw, add 1d6 to your roll.</text>
</feature>
</autolevel>
<autolevel level="8">
<feature>
Expand Down Expand Up @@ -9428,6 +9488,10 @@
<name>Primeval Guardian: Rooted Defense</name>
<text>At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.</text>
</feature>
<feature optional="YES">
<name>Monster Slayer: Relentless Slayer</name>
<text>At 11th level, you gain the ability to foil your foe’s ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer’s Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</text>
</feature>
</autolevel>
<autolevel level="12">
<feature>
Expand Down Expand Up @@ -9475,6 +9539,10 @@
<name>Primeval Guardian: Guardian Aura</name>
<text>Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.</text>
</feature>
<feature optional="YES">
<name>Monster Slayer: Slayer’s Counter</name>
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.</text>
</feature>
</autolevel>
<autolevel level="16">
<feature>
Expand Down Expand Up @@ -14358,4 +14426,4 @@
<text>You can speak, read, and write Common, Abyssal, and Draconic.</text>
</trait>
</race>
</compendium>
</compendium>
10 changes: 5 additions & 5 deletions Compendiums/Spells Compendium.xml
Original file line number Diff line number Diff line change
Expand Up @@ -460,7 +460,7 @@
<range>60 feet</range>
<components>V, S, M (an item distasteful to the target)</components>
<duration>Concentration, up to 1 minute</duration>
<classes>Cleric, Paladin, Paladin (Crown), Paladin (Vengeance), Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight)</classes>
<classes>Cleric, Paladin, Paladin (Crown), Paladin (Vengeance), Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Ranger (Monster Slayer)</classes>
<text>You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.</text>
<text />
<text>If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.</text>
Expand Down Expand Up @@ -3840,7 +3840,7 @@
<range>10 feet</range>
<components>V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)</components>
<duration>1 hour</duration>
<classes>Cleric, Cleric (Arcana), Paladin, Warlock, Wizard, Fighter (Eldritch Knight)</classes>
<classes>Cleric, Cleric (Arcana), Paladin, Warlock, Wizard, Fighter (Eldritch Knight), Ranger (Monster Slayer)</classes>
<text>You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.</text>
<text />
<text>Choose one or more of the following types of creatures - celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways.</text>
Expand Down Expand Up @@ -4561,7 +4561,7 @@
<range>60 feet</range>
<components>V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)</components>
<duration>24 hours</duration>
<classes>Bard, Cleric, Cleric (Arcana), Druid, Wizard</classes>
<classes>Bard, Cleric, Cleric (Arcana), Druid, Wizard, Ranger (Monster Slayer)</classes>
<text>With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.</text>
<text />
<text>A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.</text>
Expand Down Expand Up @@ -4860,7 +4860,7 @@
<range>Touch</range>
<components>V, S, M (holy water or powdered silver and iron, which the spell consumes)</components>
<duration>Concentration, up to 10 minutes</duration>
<classes>Cleric, Paladin, Paladin (Devotion), Warlock, Wizard, Fighter (Eldritch Knight)</classes>
<classes>Cleric, Paladin, Paladin (Devotion), Warlock, Wizard, Fighter (Eldritch Knight), Ranger (Monster Slayer)</classes>
<text>Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.</text>
<text />
<text>The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.</text>
Expand Down Expand Up @@ -6622,7 +6622,7 @@
<range>60 feet</range>
<components>V, S, M</components>
<duration>10 minutes</duration>
<classes>Bard, Cleric, Paladin, Paladin (Devotion), Paladin (Crown)</classes>
<classes>Bard, Cleric, Paladin, Paladin (Devotion), Paladin (Crown), Ranger (Monster Slayer)</classes>
<text>You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.</text>
<text />
<text>An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.</text>
Expand Down