Techniques allow you to modify existing abilities in new and unique ways, though they do require extensive training and regular upkeep. Even if you have learned a lot of techniques, for them to be useful, you need to be practicing them on a daily basis. As such, there's a limited number of techniques you have on hand at any given moment.
You start with free technique slot at first level. If you are human, you get two. After that, the rate at which you gain new technique slots depends on your class. Most classes gain techniques every third level (at levels 3, 6, 9, 12, 15, and 18). Some classes, like fighters, rogues, barbarians, and the magus, gain techniques much faster.
When you gain a new technique slot, you may also automatically learn a new technique to fill it. Techniques in slots are considered active and can be used anytime. Alternately, you can leave a technique slot open and fill it later, or permanently use two empty technique slots to acquire a common ability.
Players who wish to customize their characters further can also develop a pool of inactive techniques that they know. These techniques can later be activated by putting them in a technique slot. By swapping out technique slots, you always activate one technique while you deactivate another, allowing you to choose which techniques best fit your upcoming challenges. Some classes, like fighters and barbarians, also have custom methods of activating techniques on the fly. For details on how to grow a technique pool, see Customizing Abilities.
Below is a list of the most commonly learned techniques. Since all techniques modify base abilities, the list below is organized by these abilities.
Magic Techniques
Common Ability Techniques
Class-Specific Techniques
General Combat Techniques
You are able to exploit soul gems and use them in spellcasting. You can use a filled soul gems as a substitute for any material component valued at less than 100 gp. Doing so completely exhausts the soul, leaving the soul gem empty but intact.
While holding a soul gem, you may substitute the soul's experience for your own for spells that require it. For instance, using the gem, you may be able to scry more easily on a creature the soul knew in life or teleport to a location it was familiar with, even if you aren't. Using a soul in this way doesn't require rolling to see if the soul is exhausted.
You have learned to exploit a soul gem more effectively. When siphoning life from a gem, you heal 2d8 points of damage instead of 1d8.
You have learned to use souls from soul gems to craft items. When crafting alchemical items, medicine, herbal items, or potions, you can use a soul to empower the item as if enhanced with the empowered spell or extend spell metamagic techniques. If the soul is at least CR 1 and the item's effect has a duration, you can double how long it lasts. Instead, if the soul is at least CR 5, you can empower the item, causing all variable, numeric effects of the item to be increased by one-half. Doing either of these expends the soul completely, leaving only the empty gem.
You are able to speak with the soul trapped in one of your soul gems. This functions as speak with dead, though each time you ask the soul question you must roll to see if the soul is exhausted. When exhausted, the soul withers away, though the gem remains intact.
As a standard action, you can sacrifice an unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as spell attack. This attack deals 2d6 points of damage per spell level.
You learn three cantrips of your choice. If you already know how to cast level 1 spells, you can also downcast these spells as level 0 spells, when able.
After you hit a target with a melee attack, you can use a bonus action to expend a spell slot and deal additional damage to that target. The additional damage is equal to one die per level of the spell extended -- 1d6 using a level 1 spell, 2d6 using a level 2 spell, etc. This additional damage is added directly to the melee attack, inflicting the same type of damage.
You may cast a first or second level spell as an attack of opportunity when an opponent moves while threated. You must have the spell prepared, the spell must be a damage-doing spell, and the target of the spell must be limited to only the creatures provoking the attack (no Area of Effect, spells).
As a reaction, when an enemy within 30 feet hits an ally with an attack, you can sacrifice an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.
Select an evolution from the list of 1-point evolutions available to a warlocks eldritch form. Your familiar has this evolution. The familiar must conform to any limitations of the evolution. For instance, no familiars can benefit from the mount evolution and only familiars with wings can take the wing buffet evolution. If you gain a new familiar, your old familiar loses all evolutions, and you can select a new 1-point evolution for the new familiar.
You can gain this technique multiple times. Its effects stack, granting a new 1-point evolution to your familiar each time you gain this technique.
By using a divine focus as part of casting, you can cast any spell with a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component. For example, if you use a silver holy symbol worth 25 gp, you do not have to provide material components for an arcane spell if its components are worth 25 gp or less. If the spell requires a material component that costs more than the value of the divine focus, you must have the material component on hand to cast the spell, as normal.
You gain advantage on all concentration checks. You also do not need to make saving throws for concentration because of vigorous or violent motion or by violent weather.
You have learned to cast a level 1 spell twice a day as a spell-like ability. If you can already cast spells, then this spell must come from your spell list, otherwise you may choose one from the sorcerer list. The spell cannot have an expensive focus or material component, nor can you apply metamagic techniques to it. You can learn spell expertise multiple times, choosing a new spell each time.
You are able to summon extraplanar animals instead of mundane ones. If you are good, you summon celestial creatures; if evil, you summon fiendish ones. If you are neutral, choose celestial or fiendish when you learn this technique. Animals that you summon now have the celestial or fiendish template applied to them when they appear.
You are able to control 2 summoned creatures at a time when you use your bonus action to do so.
Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.
When you summon a creature, choose one of the following benefits:
As your knowledge of magic grows, you can learn to modify spells and cast them in new ways. These techniques allow you to tweak the way a spell functions by casting it at a higher level. These effects might increase the potency of the spell, extend its duration, or change some other aspect of how it normally functions.
Metamagic effects all require the spell to be cast at a higher level. This level increase requirement stacks with any other leveling that you do to the spell. If you add multiple metamagic effects to a spell, their level requirements also stack. So, if you cast Cloud at level 3 to create a stinking cloud, you can extend that spell to make the stinking cloud last twice as long by casting it at level 4. Or you can extend and make it silent by casting it at level 5.
There are some restrictions for metamagic effects.
When your spell has no effect on a targeted creature, you may bounce the spell off of them and attempt to target one new creature in range. Re-directing the spell takes a bonus action. The spell affects the new target as if it were the original target of the spell.
The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from your spell, that creature takes damage equal to 2x the spell's actual level at the start of its next turn. The damage is acid or fire, as determined by the spell's descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect.
You cause a sonic spell to concuss those damaged by it. If a creature takes damage from a concussive spell, it takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell.
You can modify a spell to stun a creature damaged by it. When a creature takes damage from this spell, they become stunned (level 1) for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the stun effect. If the spell does not allow a save, the target can make a Wis save to negate the stun effect. If the spell effect also causes the creature to become stunned, the duration of this metamagic effect is added to the duration of the spell.
Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities for 1 round.
An ectoplasmic spell deals double damage against incorporeal creatures. Non-damage spells always work against incorporeal creatures (no 50% failure chance).
Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage when you cast, so that half is of that energy type and half is of its normal type.
You can gain this technique multiple times. Each time you must choose a different energy type.
The result of any dice roll made as part of the spell's effect is increased by one-half, including damage rolls. This empowerment stacks with any increases in spell potency (such as a damage increase) due to casting the spell at a higher level.
For each spell slot higher than normal, you may cast a spell at twice the previous range. Touch spells cast at a level higher now have a range of 30.
You can cast any spell that has a material component costing 1 gp or less without needing that component.
An extended spell lasts twice as long as normal.
You can transfer a prepared spell to your familiar, allowing the familiar to cast that spell at a later time. Doing so transfers one of your spell slots to your familiar until it is used. During this time, you cannot use that spell slot. You can transfer a total number of spell slot levels equal to your caster level. Variables that rely on caster level, spell attack, or save DCs use your stats, though any ranged or melee attacks use your familiar's.
The electricity, fire, or light effects of the affected spell create a flaring that dazzles creatures that take damage from the spell. This inflicts 1/4 visual cover for a number of rounds equal to the actual spell level.
When casting a spell that affects more than one creature, you can choose one creature within the spell effect to received a focused effect. That creature's saving throw DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell.
When you cast a spell with the fire descriptor, choose a single ally within 30 feet that you can see. That ally heals your level in hit points.
You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing cover as per Cloud (level 1).
All dice rolls in this spell are maximized, including damage. This empowerment stacks with any increases in spell potency (such as a damage increase) due to casting the spell at a higher level, though levels increases stack as well. Maximize spell can be stacked with empowered spell, dealing 150% the maximum dice roll and stacking the level increase requirements.
Saving throws against a persistent spell are made at disadvantage.
When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.
Casting a quickened spell is a bonus action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell.
You can cast an abjuration spell as a reaction.
When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type. These targets are excluded from the effects of your spell.
A silent spell can be cast with no verbal components.
Bard spells cannot be enhanced by this metamagic technique.
A stilled spell can be cast with no somatic components.
Tenebrous spells are powered by the dark. When you cast a tenebrous spell in dark or dim light, saves against it are made at disadvantage. Counterspell or dispel attempts are also made at disadvantage, as long as the area affected is still dark or dim. If you cast a tenebrous spell in normal or bright light, these effects are reversed. Dispelling a spell in bright or normal light is also done at advantage.
You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the deafening effect. If the spell does not allow a save, the target can make a Con save to negate the deafening effect. If the spell effect also causes the creature to become deafened, the duration of this metamagic effect is added to the duration of the spell.
The impact of your force-damage-dealing spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target using your spell attack. If the check fails, the target cannot attempt to trip you or the force effect in response.
As long as an umbral spell spell is in effect, the creature or object affected radiates darkness in a 10-foot radius, reducing illumination similar to the effects of the darkness spell. Nonmagical sources of light, such as torches or lanterns, do not increase the light level in this area. Magical light sources only increase the light level in an area affected by an umbral spell if they are of a higher level than the umbral spell's unmodified spell level.
You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell's area are doubled.
These techniques can be used with any teleport spell that is cast as a standard action, such as Dimension Door, Teleport, or Misty Step. It can also be used with abilities that mimic these spells, such as Shift.
As a full-round action, you can use teleportation as a special kind of charge. Doing so allows you to teleport up to 60 feet (regardless of the spell's limitations) and attack at advantage. As with a normal charge, your opponents then get advantage on attacks against you until the start of your next turn. Charges made with dimensional assault can be modified by charge techniques.
You can now use dimensional assault as a tool to capitalize on attacks of opportunity. To do so, you cast your teleportation spell, designate a target, then hold your charge. Even though you aren't in melee range, your opponent is considered threatened by you. If the target performs any action that would normally provoke an attack of opportunity, you release your charge, teleport into range, and make your melee attack at advantage, as usual. While threatened at a distance, your target is not considered in melee combat for the sake of triggering sneak attack damage.
You have learned how to half-cast your teleportation spells, momentarily stranding yourself midway to the astral plane before returning you to your original position. When using dimensional delay, you disappear completely but then don't reappear until the start of your next turn. You are completely shunted out of existence, unable to act but also unable to be acted upon. When you re-appear, you do so in your original spot. While you are away, you avoid any area effects in your original position for one round. Any conditions that you have also have no effect for the round, though their durations aren't shortened, just delayed. If an object or creature moves to your original spot when you are gone, you appear in the closest unoccupied spot. If a magical effect that prevents teleportation goes into effect while you are away, you are left stranded in a random location in the astral plane. Dimensional delay only works when teleporting yourself, not others.
As a full-round action, you can cast a teleportation spell and combine it with a full-attack, teleporting between multiple locations to make each of your attacks. Your total movement is limited to 60 feet, though that movement can be taken before, between, or after any of your attacks.
When using Dimensional Dervish, all opponents you attack are considered threatened by a melee attack for purposes of determining whether sneak attack applies.
You can combine a teleportation effect with a feint by starting an attack then teleporting as your target attempts to defend. As a full-round action, cast a teleportation spell, teleport to another square that threatens your opponent, and make a melee attack against their flat-footed AC. Unlike a normal feint, a dimensional feint is always successful and doesn't require a Deception check. To perform a dimensional feint, you must start and end the round threatening your target.
As a full-round action, you can use teleportation to enhance your ability to slam into people and push them backward. Doing so allows you to cast your spell and teleport up to 60 feet toward a target, slamming into them and pushing them backward. Make an opposed Athletics check at advantage with your target. For every point greater than theirs, you push them back 2 feet (min. 5 feet). If you slam them into an immovable object (like a wall), they take a point of damage for every foot of movement left in your push. If your rush would push your target into a place where they might take extra damage (like a trap, an acid pit, a pool of lava, off a cliff, etc.) then the GM may allow your target a Dex or Str save to avoid the extra effect.
These techniques all modify common abilities.
Once per day, when you make a successful assassination, you can cause the target's body to crumble to dust. This prevents resurrection (at all levels except 9). You must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect.
You can use the assassination ability without anyone realizing your target has been killed. Whenever you kill a creature using the assassinate ability, you can also make a Stealth check. If successful, those nearby might not even notice that the target is dead for a few moments, allowing you to avoid detection.
Once per day, you can make a death attack against a foe without studying the foe beforehand, though they must still be unaware of your presence.
Each of these techniques requires the Combat Expertise ability and modifies one of the options you can take with it.
Whenever you use Combat Expertise to make a Power Attack and you take the full -5 penalty, in addition to normal damage inflicted, you also inflict 1d4 points of bleed damage. This cannot be combined with any other techniques that enhances Power Attack.
Whenever you use Combat Expertise to make a Power Attack and you take the full -5 penalty, you may instead inflict a level 1 stun on your opponent. This effect can be negated by a successful Con save against your Save DC. At combat proficiency +16, the stun effect jumps to level 2. Power Assault cannot be combined with Bleeding Assault.
When an adjacent ally is attacked, you may use a reaction to make an attack roll against AC 10. If successful, your ally gets a +2 dodge bonus to AC.
As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.
You have practiced techniques useful in melee combat against spellcasters. When a creature you threaten with a melee weapon casts a spell or uses a spell-like ability, you can use your reaction to make a melee weapon attack against that creature.
Whenever an opponent you threaten uses the withdraw action, that opponent provokes an attack of opportunity from you. If the attack hits, you deal no damage, but the targeted creature is prevented from moving.
Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if it normally would not
Any creature affected by your Dazzling Display is flat-footed to your attacks until the end of your next turn.
Whenever you are the target of an area-of-effect attack that normally deals half damage on a successful Dex save (such as a fireball spell or dragon's breath weapon), you may, as a reaction, wrestle an adjacent foe into harm's way. This does not alter the position of you or your opponent, but your opponent must attempt a Dex save against the attack in your place. If your opponent fails, it takes half damage from the attack and you take none; if it succeeds, it takes no damage and you take damage as normal as though you'd failed your saving throw (though this damage is still reduced by abilities such as improved evasion). This technique works even if the opponent was already in the affected area of the attack (so it is possible that an unlucky opponent could take as much as 1-1/2 times the damage normally possible from the attack). You can use this ability only on a foe within one size category of yourself.
When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as a reaction. This movement provokes attacks of opportunity as normal.
If you make a successful Dex save against an area effect, you can ignore the benefits of your evasion or improved invasion ability to shield an adjacent ally against the effect.
When you successfully use evasion or improved evasion to avoid taking damage, you can attempt to hide as a reaction. You attempt a Stealth check with a -10 penalty. You can attempt this check even while being observed, as long as you have cover.
When you drink a tankard of ale or strong alcohol, you take disadvantage on Dexterity saves but advantage on Constitution and Charisma saves. You also gain a number of temporary hit points equal to your character level. These bonuses last 1 hour.
Once per day, as a reaction, you can delay the onset of one harmful condition or affliction (such as frightened, stunned, and so on), including permanent and instantaneous conditions. Activating this ability delays the onset of the condition until the end of your next turn, after which time the condition takes its normal effect. This ability has no effect on hit point damage or ability damage.
Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Con save that is affecting you. If this save against the affliction fails, there is no additional effect, but a successful save counts toward curing an affliction such as poison or disease. You cannot use this ability to recover from instantaneous effects, effects that do not allow a saving throw, or effects that do not require a Con save.
You can create an arrow/bolt of death that forces the target, if damaged by the arrow's attack, to make a DC 20 Con save or their hit points drop to 0. It takes one day to make an arrow of death, and the arrow only functions for you. The arrow of death lasts no longer than one year, and you can only have one such arrow in existence at a time.
Enhancement points you gain with your imbue item ability can also be used to add masterwork or magical properties to an item (two points can be used to add a +2 tier property, three points can add a +3 tier property, etc.). You can also mix and match properties diving points up to add various properties, as needed. Each time you re-imbue your weapon, you can also change its properties.
You gain the ability to place an area spell upon an arrow or bolt fired from an imbued weapon. When fired, the spell's area is centered on where the ammunition lands, even if the spell could normally be centered only on you. This ability allows you to use the weapon's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow together. The arrow must be fired in the round the spell is cast, or the spell is wasted.
You can use an imbued ranged weapon once per day at a target known to you within range, and the projectile travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. Any magical barrier stops the projectile. This ability negates cover and even armor modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action that includes the ranged attack.
You can use an imbued ranged weapon once per day at a target known to you within range, and the projectile travels to the target, even around corners. Only an unavoidable obstacle or the limit of the weapon's range prevents the projectile's flight. This ability negates anything other than full cover, but otherwise the attack is rolled normally. Using this ability is a standard action that includes the ranged attack.
Whenever you successfully hit an enemy that is vulnerable to light with a weapon you've imbued with arcane power, you can choose to release a burst of light as a free action, doing an additional 1d6 points of damage to the target of your attack. The struck creature must also succeed at a Con saving throw or become staggered for 1 round.
These techniques are ones that you can apply on top of a normal critical hit. To learn any of these, you need the Improved Critical ability. Unless you are using Critical Mastery, you may only apply one effect to any critical at a time.
On a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target as a reaction. This works even with ranged spells. You must have bestow curse or major curse prepared or otherwise available to cast, and using this ability casts the corresponding spell.
On a critical hit with a slashing or bludgeoning weapon, you may cast Dismissal on that target as a reaction, and the target takes a -4 penalty on its WIS save to resist the spell's effect. You must have dismissal or banishment prepared or otherwise available to cast, and using this ability casts the corresponding spell.
Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on his turn, in addition to the damage dealt by the critical hit.
Whenever you score a critical hit, your opponent is permanently blinded. A successful Con save reduces this to dazzled for 1d4 rounds. This technique has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion).
Whenever you score a critical hit, you may make a free combat maneuver check.
Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Con save reduces this duration to 1d4 rounds. Against creatures with multiple types of movement, you must choose which movement type to affect. A flying creature hit by this attack must make a DC 10 Con check to remain airborne.
When you score a critical hit, you can apply the effects of two critical techniques in addition to the damage dealt.
Whenever you score a critical hit with your melee weapon, you may make a shield bash against the same target as a free action using the same bonuses. If successful, the shield deals max damage.
Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Con save reduces the deafness to 1 round.
Whenever you score a critical hit, you may make a free disarm or sunder check against your target's weapon.
Whenever you score a critical hit, your opponent takes a -2 penalty to its natural armor bonus for the duration of the encounter. This penalty is cumulative, but cannot reduce an opponent's natural armor bonus below 0.
Whenever you score a critical hit with the selected piercing melee weapon, you can impale your opponent on your weapon. While your opponent is impaled in this way, each time he starts his turn, you deal normal weapon damage again (excluding any bonus damage such as sneak attack, flaming, or lightning). As a reaction, you can pull your weapon out of your opponent. If your opponent is ever outside your reach, you must let go of your weapon or pull it out of him. Your opponent can also spend a move action to pull your weapon out. When the weapon comes out, your opponent takes damage as if starting his turn impaled. While you impale your opponent with your weapon, you cannot use it to attack, and you must hold on to it.
Whenever you successfully sneak attack an opponent for a second time on your turn, you can spend a bonus action to apply the effects of one critical technique you know to that opponent.
Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Con save reduces the duration to 1 round. The DC of this Con save is equal to 10 + your base attack bonus. The effects of this technique do not stack. Additional hits instead add to the duration.
Whenever you score a critical hit, your opponent becomes stunned (level 3) for 1d4 rounds. A successful Con save reduces this to staggered for 1d4 rounds. The effects of this technique do not stack. Additional hits instead add to the duration.
Whenever you score a critical hit, your opponent gains one level of fatigue.
Your banner becomes a symbol of inspiration to your allies and companions. As long as your banner is clearly visible, all allies within 60 feet receive advantage on saving throws against fear. Your banner can be held by you, held by a follower, or mounted on your horse. If held, the banner requires one hand free to do so.
You banner grants allies with advantage against enchantment effects.
While your banner is displayed, you can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
You can now impart your leadership tactic as a bonus action.
You may learn an extra team tactic to use with your leadership ability, though you may only use one at a time. Each time you take diverse expertise you may learn an additional tactic.
You can now impart two team tactics at a time when you use leadership.
For the effect duration after your meditation, you gain cold resistance 5 and fire resistance 5.
For the effect duration after your meditation, you gain 2 points of weapon resistance.
Once per meditation, you may re-roll a saving throw to shake off a mental or fear effect currently afflicting you.
You can meditate in a way that clears your being of detectable thoughts. While under this meditation, receive the benefits of the mind blank spell. This meditation takes 1 minute of complete concentration, during which time you cannot perform any other actions. The effects last for an hour afterward, during which time you can move, walk, and talk, but combat, spell-casting, or any real mental or physical effort causes it to wear off. You may repeat this meditation as many times as you wish during the day.
When in combat, you can meditate as a full-round action. Doing so functions as the full-defense action except that you gain +6 to AC instead of +4. This doesn't stack with mind over matter.
When in combat, you may meditate as a standard action. Doing so, temporarily removes any effects of fatigue. During this time, you can still gain fatigue levels, though you don't feel their effect. Once combat is over, you all the fatigue effects immediately return. This doesn't stack with focused defense.
Once per meditation, you gain the effects of haste. This lasts for 1 round per 2 character levels. These effects do not stack with any other haste effect.
Once per meditation, you can choose to focus on a skill or concentration check. Doing so, allows you to treat any roll of 9 or lower as a 10. You may use perfect center, even if it is not normally allowed due to strenuous circumstances.
Twice per meditation, you can take 20 on a Perception check as a move action.
Creatures making melee attacks against you from farther away than 5 feet, do so at disadvantage.
You can move when threatened without provoking an attack of opportunity as long as you remain in the creature's treat range.
Whenever you move, you may move through 10 feet of rough terrain each round as if it were normal terrain. Each extra slot you use for this technique increases this distance by another 10 feet.
Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
You can move at full speed while prone. You still need to stand up to take the run action. All other advantages and disadvantages of bring prone still apply.
Any time an opponent misses you with a melee attack, you may move 5 feet as a reaction. This movement doesn't provoke an attack of opportunity.
You are able to quickly surprise your enemies, dealing precision damage where least expected. When you have moved at least 10 feet in your turn, you gain 1d6 damage to melee attacks you make on your turn. Every 3 levels afterward, this damage increases by another d6 (2d6 at level 9, 3d6 at level 12, 4d6 at level 15, and 5d6 at level 18). This damage is precision damage that does not stack with sneak attack damage. Like all precision damage, if your target is immune to critical hits, this bonus damage does not apply, nor is it doubled on a critical hit. This ability cannot be used while mounted.
As a full-round action, you can make a melee attack at your highest attack bonus against each opponent within reach. When you use this technique, you forfeit any bonuses or extra attacks granted by other techniques, spells, or abilities.
You may withdraw as a bonus action.
All precise shot techniques deal precision damage
As a full-round action, you can steady your shot, allowing you to make a single ranged attack at advantage.
As a full-round action, make a single ranged attack against your target's touch AC.
As a full-round action, you can mold shadows to create an undead shade with all the statistics of a Shadow. Unlike a normal shadow, this one's alignment matches yours and it cannot create spawn. However, the shadow can be turned, rebuked, or commanded as normal. This shadow serves as a companion and can communicate intelligibly with you. You can dismiss the shadow as a bonus action without penalty, but if it is destroyed, you must attempt a DC 15 Con save or you gain a HD of life drain. A destroyed shadow companion cannot be replaced until your life drain has been removed.
You can transform into a shadow briefly to mitigate a potentially lethal blow. Once per day, when dealt damage, you can make yourself half-shadow as a reaction, halving the damage. You must be aware of the attack and not flat-footed to use this ability.
You gain the ability to travel between shadows as if by means of a dimension door spell, though the magical transport must begin and end in an area with at least some shadow. You can jump up to a total of 100 feet each day in this way.
Your squire may use the saving throws of other allies if adjacent, not just yours.
Whenever you are killed, dying, stunned, or otherwise unable to take actions, your squire gains access to some of your pool abilities until you are free to act or until the creature that attacked you is defeated. If you are a paladin, your squire temporarily gains access to your energy pool and smite ability. If you are a fighter, they gain access to your stamina pool and fighter class techniques. On the other hand, if your squire is incapacitated, you gain a +2 circumstance bonus to attack rolls and damage against their attacker.
As a bonus action, your squire can attempt an aid you or an ally, if adjacent. This grants a +1 enhancement bonus to attack or AC. Your squire can also aid in a skill check, in the same way any player can.
When performing any equipment-related actions in combat, you may use your squire's actions for non-attack action you may normally have to perform yourself. For instance, your squire may use her movement action to equip your shield, load a crossbow, or retrieve an item from your pack or from the ground. Furthermore, your squire is well-trained in swapping weapons back and forth. Any item your squire is holding is considered to be held by you, allowing you to use one of her melee weapons for an attack of opportunity, to drink a potion she is holding, etc.
Your squire may attempt to field repair a damaged item. The item must be non-magical and a common piece of equipment familiar to your squire. Repairing an item requires a DC 12 Intelligence check. If successful, the item retains the same number of integrity points but functions as if it has two more. So, a broken item with one integrity point, will again function fully as if it had three. Destroyed items cannot be repaired in this manner.
As long as you and your squire are within 30 feet, you both gain the benefit of the danger sense ability. As such, you gain advantage on rolls made to avoid the effect of traps, or rolls made to avoid being surprised by a foe.
Your squire is experienced in maintaining equipment. The hardness of your weapons and armor is five points higher than normal, making them harder to sunder or be damaged.
With your squire's assistance, you can put armor on or take it off at double the normal speed.
If you and your squire both take a standard action to rest in the middle of the fight, your squire can help refresh you and keep you going in combat. Doing so suppresses the effect of fatigue for the duration of the fight. During this time, you still count as fatigued, though suffer no penalties from it. After combat ends, all effects return to normal.
As long as your squire is adjacent to you, you may move out of a threatened square without drawing an attack of opportunity. However, this only works if you remain in threatened range of your enemy. If you move out of range all together, you provoke an attack of opportunity, as usual. Alternately, you may swap places with your squire without provoking an attack of opportunity, provided one of you still remains threatened.
As a reaction, your squire can use her shield to grant you a +2 shield bonus to AC.
As long as you are adjacent to your squire you function as a team with two members. You may learn one teamwork tactic that is active as long as you are adjacent. You may take this technique more than once, gaining a new teamwork tactic each time.
When successfully using Stunning Fist against an opponent that is grappled, helpless, or stunned, you can deal 1d6 Strength or Dexterity damage instead of the stun effect (no save).
When you successfully hit a target with stunning fist, they become permanently blinded or deafened (CON save negates). This replaces the stun effect.
Your stunning blow may cripple your opponents instead of stunning them. Each successful strike reduces your opponent's movement by 10 feet (CON save negates).
You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penalties applied due to Crushing Blow (Con Save Negates).
Instead of targeting a creature with your stunning fist, you may target an object instead. This functions as a normal sunder attack except that your blow ignores up to 5 points of hardness. If the object is in the possession of another creature, the target gets a Dexterity saving throw to avoid this effect. If successful, the damage is reduced by the object's hardness, as usual, and any remaining damage is still inflicted on the object.
You must choose to use this technique before making an attack roll with your Stunning Fist, and this effect replaces other effects or conditions that would be caused by Stunning Fist. If you successfully hit your opponent and it fails its Con save, it becomes confused for 1 round. Additional disorienting blows to the confused target add to the duration of its confusion. This technique is otherwise subject to all of the limits and conditions of Stunning Fist.
When you successfully hit an undead target with stunning fist, they take 3d6 radiant damage.
When you successfully use disrupting blow to reduce a creature to 25 hit points or fewer, it must succeed on a WIS saving throw or be destroyed.
When you successfully hit a target with stunning fist, they gain 1 level of fatigue. This replaces the stun effect.
When you successfully hit a target with stunning fist, instead of stunning, you deal double normal damage that counts as force damage.
Instead of stunning your opponent, your stunning blow can inflict fear. Each time you successfully hit an opponent, they add one level of fear (WIS save negates). This replaces the stun effect.
Your stun effect functions at stun level 2 instead of 1.
When you successfully hit a target with stunning fist, they are staggered for 1d6+1 rounds (CON save negates). This replaces the stun effect.
Whenever you dominate an opponent in a grapple, you can spend a bonus action to make a Stunning Fist attempt against that opponent.
Whenever you successfully hit a target with stunning fist, you unleash a blast of telekenitic energy inflicting an extra 1d6 damage. In addition, your target must make a Strength saving throw or be thrown backward 1 foot (min 5) for each point under the DC. Targets who hit a solid surface take an additional 2d6 points of damage. Those that fly backward more than 5 feet are automatically knocked prone. This replaces the stun effect.
Using wild empathy is a standard action for you.
Normal: Using wild empathy requires 1 minute.
You may now affect plant creatures, vermin, fey, and lycanthropes with your wild empathy provided they have an intelligence less than 3.
You gain the ability to create a simulacrum. This works like the simulacrum spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh rather than ice or snow if killed. The simulacrum's HD cannot exceed your caster level and it has no magical abilities. The creature is not under your control, though it recognized you as its creator. The created simulacrum is a creature, not a supernatural effect.
Instead of a normal alchemical simulacrum, you can create a soulless version of your own body into which you can project your consciousness. As a full-round action, you may shift your consciousness from your current body to any one of your available doppelganger simulacra, which must be on the same plane as you. If killed in a simulacrum, you transfer to your own body automatically; if killed in your own body, you are dead. Unused simulacra (including your abandoned original body) appear to be lifeless corpses, though they do not decay. Creating a duplicate costs 1,000 gp in alchemical materials and requires 1 week to grow. The created simulacrum is a creature, not a supernatural effect.
You gain the ability to animate a relatively complete corpse as an alchemy-powered zombie. This process takes 1 hour and costs 100 gp in alchemical reagents per HD of the corpse being animated; the dead creature gains the zombie template. Zombies that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the alchemist can control. The created zombie is a creature, not a supernatural effect.
You have learned how to preserve a sample of oozes in a sealed bottle, which you can prepare for use as an extract. When you activate the extract, you actually throw the bottle at a square within 30 feet, releasing the ooze, which reconstitutes and attacks the closest creature. The ooze is not under your control but is otherwise treated as a summoned creature. The ooze remains for 1 round per caster level, and decays into powder when the duration expires. If you have the infusion technique, another character can use the infused specimen. Creating a bottled ooze requires an extract with a level equal to the ooze's CR (so a CR 4 gray ooze requires a 4th-level extract).
Instead of drawing the components of, creating, and throwing a bomb, you can draw the components, drink them, mix them within your body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from your bomb but succeeding at a DEX save halves the damage.
You gain the ability to create a cognatogen, a mutagen-like mixture that heightens your mental abilities instead of your physical ones. Like a standard mutagen, you increase one ability score at the expense of others, following the same pairing as a standard mutagen, only in reverse (e.g. an enhancement to intelligence at the expense of strength). Otherwise, the cognatogen functions like a mutagen, even granting the AC bonus. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.
While under the effects of a cognatogen, making any knowledge checks, treat rolls of 9 or less as a 10. You may also attempt all Knowledge skill checks untrained.
When you create any kind of bomb, you can choose to have it suppress light sources on the target. This extinguishes non-magical light sources carried by the target and dispels magical light sources for 1 round/level as darkness (level 3).
You can place a bomb so that it explodes a number of rounds after you cease to make contact with it. This delay can be any number of rounds up to your level. If at any point you reclaim possession of the delayed bomb, you can end the timer and prevent the bomb's detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb's contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. You cannot have more than one delayed bomb at one time. If you create another delayed bomb, the previous bomb becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Traps check against your save DC.
The maximum delay for your delayed bombs increases to a number of minutes equal to your level. If you have line of effect to your delayed bomb, you may detonate it earlier than its preset time by making a DC 20 spell attack.
You can cause your bombs to splash in a 15-foot cone instead of a 5-foot-radius burst. You choose the direction of the cone. If the attack misses, roll an additional 1d8 to determine the direction of the blast from where the bomb lands. This technique can't be used with explosive bombs.
Choose an elemental damage type (electricity, acid, fire, cold). Whenever you imbibe a mutagen, you gain resistance 5 to the energy type and a +2 enhancement bonus on an associated skill check (electricity = acrobatics, acid = sleight of hand, fire = athletics, and cold = stealth). You can learn this technique multiple times, selecting a different element each time, though you may only create one elemental mutagen at a time.
Once per day, you can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, restores life to a dead creature as per the spell resurrection (level 9). Only you can administer the elixir. Alternatively, you may drink the elixir of life, after which point you are immediately targeted with a resurrection spell the next time you are killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to your Intelligence modifier; if you do not die before that time expires, the effects of the elixir of life end.
As a bonus action, you can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of your bomb. When the infused ammunition hits its target, it deals damage normally and detonates as if you had thrown the bomb at the target. If the explosive missile misses, it does not detonate. You must be proficient with the weapon in order to accomplish this. The infused missile will lose its power after one round or if given to someone else.
You can quickly create enough bombs to throw more than one in a single round. You can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant you additional attacks. This functions just like a full-attack with a ranged weapon.
Whenever you imbibe a mutagen, you gain two claw attacks (1d6+str damage). These function as normal natural weapons. You also gain a special bite attack (1d6+str damage) which can be made using a bonus action. While the mutagen is in effect, you gain a +2 enhancement bonus on Intimidation checks.
When you create a bomb, you can choose to have it cover the ground in volatile jagged crystals in addition to its normal effects. These crystals act like caltrops, evaporating into a smelly but harmless gas in 2d6 rounds.
When you create a mutagen, you can infuse it with an extra bit of your own magical power. You take two points of intelligence damage and must use rare reagents costing 1,000 gp to create it. Unlike regular mutagens, infused ones never go inert, allowing you to create multiple mutagens and save them for emergencies. Note that you still cannot take more than mutagen at a time, as only the most recent one will have an effect.
When you create an extract, you can infuse it with an extra bit of your own magical power. The extract created now persists even after you set it down. As long as the extract exists, it continues to occupy one of your daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Once per day, as part of your preparation of infusions, you can brew an infusion that shifts the imbiber's alignment to good. This change in alignment lasts for 10 minutes per alchemist level. An unwilling creature receives a WIS save to resist this change. You may have only one such infusion at any one time. The effects of this infusion may have serious repercussions for a creature suddenly struggling with a new outlook. Many see it as little more than forced insanity, and some good faiths outlaw its use.
You can expend any prepared extract to produce a cube of glowing motes that act as per the Glitterdust spell. The area must be adjacent to you and covers one 5-foot square per level of extract sacrificed.
You have learned how to seal a quasit in a bottle, which you can prepare for use as an extract. To activate the extract, you throw the bottle at a square within 30 feet, releasing the quasit. The quasit is not under your control but is otherwise treated as a summoned creature. The quasit remains for 1 round per caster level, then collapses into its associated elements. If you know the infusion technique, another character can use the infused specimen. Creating a pickled quasit requires a 4th-level extract.
Whenever you throw a bomb, you can select a number of squares equal to your Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this technique has no effect.
You know how to craft constructs by way of alchemical research rather than arcane magic. You gain Craft Golem as a bonus proficiency without needing to meet its requirements. You substitute the number of ranks in Craft (alchemy) for your total caster level and must use Craft (alchemy) to create the construct. The DC to create the construct still increases for any necessary spells that you do not have access to. However, you can use extracts in place of spells as spell prerequisites.
You combine purgative components with your mutagen. A non-alchemist who consumes the mutagen loses their next standard action as they deal with their body rapidly metabolizing and expelling all extant toxins. This grants them an immediate second saving throw against each ongoing disease and poison. A non-alchemist who consumes a second purging mutagen in a 24-hour period is instead incapacitated for 1 hour, unable to take any actions other than move actions. When you drink the mutagen, you can choose to not be affected by this purging effect, in addition to the mutagen's other effects.
Once per day, you can concoct a foul-tasting tincture that harnesses the power of the spirit. By drinking this tincture as a standard action, you can invite the latent spirits in the area to surround you. You can channel one spirit for every 4 alchemist levels. Each spirit channeled this way grants you a +1 dodge bonus to AC as the spirits whirl around your body. As a standard action, you can launch one of these spirits toward a target as a ranged touch attack. Launching a spirit this way reduces your bonus to AC by 1. As a launched spirit passes through its target's body, it emits a terrible wail heard only in the target's mind, causing the target to become frightened (level 3) for 1 round per alchemist level (Wis negates). This is a mind-affecting fear effect. A creature that successfully saves against the wail cannot be affected by this technique again for 24 hours. The spirits whirl around your body for 10 minutes per alchemist level, or until you have launched all of the spirits.
When you use holy water as a splash weapon, any squares that are hit (even by splash damage) are consecrated for a number of rounds equal to your intelligence modifier. The area is blessed with radiant energy, giving all undead in the area a -1 penalty to attack, damage, and save rolls. Undead saving against being turned do so at disadvantage and no new undead can be summoned into the affected area. Furthermore, any undead in the area, are still subject to the effects if they leave.
When you create an extract, you can add one non-magical alchemical remedy (such as an antitoxin) to it. When the extract is consumed, both the formula and the alchemical remedy take effect. The extract has a level 1 higher than normal. This discovery cannot be combined with other methods of combining multiple consumed items or extracts into one.
As a full-round action, you can convert any potion or extract into a solution that, when thrown or applied, solidifies sand or dirt to the hardness of stone for 1 hour, affecting an area with a radius of 10 feet X the level of the potion or extract. If this solution is thrown at or applied to stone, it instead causes a 5-foot cube of stone to become crumbly and soft for 1 minute, reducing its hardness by double the level of the potion or extract.
You gain the ability to heal from wounds rapidly. As a free action once per round, you can heal 5 hit points as if you had the fast healing ability. You may use this ability once per every two alchemist levels.
You can use your spontaneous healing to heal other creatures. As a standard action, you may touch a creature and apply 1 round's effect of your spontaneous healing to that creature; this counts toward your spontaneous healing limit for the day. This ability only functions if the target is the same type of creature (humanoid, undead, and so on) as you.
The effects of your bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later.
You can throw bombs that splash in a 40-foot line rather than affecting a radius. The line starts at you and extends away from you in the direction you choose. You designate one creature in the squares affected by the line to be the target of the bomb and make your attack roll against that creature; all other squares in the line take splash damage. If used with an explosive bomb, the line of splash damage is 80 feet long instead of 40 feet.
As a full-round action, you can expend two daily uses of bombs to create a syringe stirge, a tiny construct primed with a bomb (if you have multiple types of bombs, you must select which type the syringe stirge carries when created). Undirected, they take no actions except to flock around you in your square and follow you as best they can. They can be attacked normally but gain cover while occupying your square. As a bonus action, you can order one of your syringe stirges to attack an enemy it can see. Once ordered to attack that enemy, the syringe stirge will continue to attack every round, attempting to attach and deliver its payload.
A syringe stirge has all of the statistics of a stirge but lacks the blood drain ability. If it ends its turn attached to an opponent, it injects your bomb into the opponent's bloodstream, dealing damage as a direct hit plus the alchemist's Intelligence modifier. A syringe stirge dies immediately after injecting its bomb. A syringe stirge lasts for 1 minute per alchemist level or until destroyed; if it has not attached to an enemy before the end of its life span it and its bomb payload fall inert.
When you create a bomb, you can choose to have it deal piercing damage. Thorny bombs count as magic or masterwork weapons for the purpose of creature vulnerabilities.
You can use an extract slot of any level to create a reactive tablet that purifies water and doubles its volume. This works like purify food and drink for a maximum volume of water equal to 1 gallon for each alchemist level times the level of the extract slot you used to create the tablet. Additionally, if you have a receptacle of sufficient volume to gather the water, the tablet doubles the volume of pure water. The water volume increases over the course of 1 minute, but the effect stops before it can create significant water pressure on a container that's not large enough to hold the entire volume. An unused tablet remains usable until the next time you recover extract slots.
You have been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark you possess. As a bonus action, but expending two points of rage, you can call upon the spirits' favor, granting you advantage on one d20 roll you have just made. You can call on the auspicious mark after seeing the result of the d20 roll.
When using powerful blow, you also deal bleed damage equal to your bonus damage with the powerful blow.
When you roll a critical hit with a natural weapon or unarmed strike, you deal damage normally, but you can also attempt to punch through an opponent's flesh and rip out one of its vital organs, if it has any. The opponent must succeed at a Con save or take 1d4 points of Constitution damage as one of its vital organs is ripped free from its body. Using bloody fist, uses 1 point of rage.
When using powerful blow, you can forgo the normal bonus to damage (including any bleed damage granted by the bleeding blow rage technique or similar boosts to the damage of the powerful blow rage technique) and instead deals 1 point of ability damage to the target's Strength or Dexterity score for every four barbarian levels. The target can attempt a Con saving throw versus your save DC to halve this ability damage.
You gain advantage on saving throws against disease and poison.
Allies in your path do not prevent you from making a charge. All allies are safely moved to an adjacent square, though doing so provokes an attack of opportunity if they are threatened.
While inside an artificial structure, you can spend a free action to make a DC 15 Knowledge (engineering) check when you begin your bardic performance. Success on this check allows you to use building acoustics to boost the power of your performance, adding a +2 competence bonus to performance checks.
Whenever you are using bardic performance, allies in range of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within your performance range.
Your performances have more volume and carry further. Provided targets are still able to hear you, the effective range of your performances is doubled.
Whenever you cast a spell while you are maintaining a bardic performance, you can maintain the bardic performance for that round without expending one of your rounds of performance for the day. In addition, you can switch from one bardic performance to another as a bonus action when you cast a spell while maintaining a bardic performance.
The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
You can combine a mundane or bardic performance and your spellcasting. This allows you to conceal the activity of casting a spell by masking it in a performance. Observers must make a Perception or Insight check opposed by your Perform check to realize you are also casting a spell. Using spellsong takes the same casting time and bardic performance time as usual. This may require you to start the performance in one round and cast in the next. Starting a mundane muscial performance takes a bonus action.
As a standard action, you can remove the fear from a creature within 30 feet. Doing this requires 1 point of energy for each fear level removed.
As a bonus action, you can use the divine energy from your pool to augment your shield, giving it a +4 AC bonus instead of +2 while you are holding it. Adjacent allies with shields also receive this benefit. Using this technique drains 6 points of energy per minute from your pool.
Before you make a melee attack roll, you can choose to charge your weapon with energy from your pool as a bonus action. As your attack the energy in your sword is expended, adding radiant damage to the target if you successfully hit a creature. The amount of damage depends on how many points you use to charge the weapon. You may use up to half your level in points (rounded up) with each point adding 1d6 radiant damage. If your attack misses, the channel energy ability is still expended with no effect.
You can release a burst of divine energy from your pool that only affects outsiders of a specific elemental type (earth, air, water, or fire). You choose the element to affect each time you use this ability. If the elemental shares the same domain as you, your channel will heal it. Otherwise, you will deal radiant damage to it. This functions as the channel healing energy and inflict domain abilities, healing or inflicting 1d6 damage per point of energy expended.
By expending one point from your pool, you gain an enhancement bonus to your next attack equal to your Wisdom modifier. Using Guided Hand is a free action.
As a standard action, you can channel positive energy to fascinate undead within 30 feet. Undead that succeed at a Cha save or be fascinated. Fascinated undead stop moving and quietly observe you. They take disadvantage on any checks that require Perception. Any obvious threat to the undead (such as drawing a weapon or casting a spell) immediately breaks the fascination. Life Lure requires 5 points of energy and lasts for a number of rounds equal to your Charisma bonus.
While your deity doesn't specialize in healing, you have some talent in caring for the wounded. You can heal by touching a creature and expending points from your energy pool. They heal 1d6 hit points for each point you use.
When you use your energy pool to heal (either undead or living), you may do so as a movement action.
As a standard action, you can release a wave of radiant energy that causes all undead within 30 feet of you to flee for one minute as if frightened (level 4). A charisma save negates this effect. Intelligent undead receive a new saving throw each round. Turning undead expends 1/2 your cleric level (rounded up) worth of points from your pool. Any damage done to fleeing undead breaks the effect.
You gain a climb speed equal to half your movement.
Instead of an animal companion, you have a small elemental (earth, fire, air, or water) as a companion. The elemental does not speak common, so you must learn the appropriate elemental language to communicate with it (Auran, Terran, Ignan, or Aquan). The elemental uses the standard stats of an elemental of its kind. Unlike animal companions, your elemental companion's stats do not change when you level up, though it does gain the same Companion Abilities that animal companions do. Your companion becomes a medium sized elemental at level 8, a large elemental at level 12, and a huge elemental at level 16. When your elemental grows, you can choose to level up its stats, but keep it medium sized.
You gain resistance 2 to one type of energy damage (acid, cold, electricity, fire, sonic). At level 10, this increases to resistance 5.
If your companion is large enough to mount, you are able to do so, even if the animal doesn't normally function as a mount. At the appropriate level, your companion gains the companion abilities usually reserved only for paladin mounts.
You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This technique does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
Creatures of the natural world sense your connection to nature and are hesitant to attack you. Choose one creature type: animals, plants, elementals, or oozes. Creatures of this type that attempt to attack you must make a wisdom saving throw first. If successful, they can attack you normally. If failed, any attacks they make against you in the next 24 hours automatically fail.
You gain a swim speed equal to your base movement speed.
Choose one of the following terrain types: brush, ice, or sand. When moving through the terrain of your choice your leave no trail, cannot be tracked, and can move unhindered, even in rough terrain. Magically generated terrain still affects you, though.
Nature's stride now works for magically generated rough terrain as well as natural, rough terrain.
You can wild shape as a move action or a bonus action. However, you are limited to forms available to a druid two levels lower when changing form as a move action, or four levels lower as a bonus action.
You gain the ability to change your appearance at will, as if using the polymorph level 1 spell. This ability does not work while using wild shape.
You no longer age, cannot die of old age, and take no penalties from aging. You still gain any bonuses granted from aging.
You gain advantage on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
You can speak with animals, at will.
You can speak with plants, at will.
You gain immunity to poisons.
You can breathe underwater as well as you can breathe air.
When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic components unless you also have the Natural Spell technique, or cast spells with material components merged into your form.
All of the following elementalist techniques require 1 stamina point to use.
As a reaction to a successful attack, you can attempt to dodge and flow around the attack being made. This adds a +4 dodge bonus to your AC until the start of your next turn.
As a standard action, you blow a concentrated blast of air at a single target. The target must make a Strength saving throw or be pushed back 1 foot for every point under your DC (min 5 feet).
You may now blow your air blast in a 10-foot circle, causing all creatures to save or be pushed backward.
As a standard action, you can create a bubble of air that you can carry with you as you enter water. This bubble follows you and lasts as long as you maintain concentration on it, allowing you to walk or swim underwater. The air in the bubble lasts 10 minutes with one person inside, but that duration is divided evenly for each additional person in the bubble. Multiple elementalists can combine bubbles to extend their size and duration.
You create a powerful blast of air capable of flinging an opponent upward. If the target fails its STR save, the force of the air deals 2d6 points of bludgeoning damage and hurls the target upward a number of feet equal to 5 × your elementalist level. If a solid object (such as a ceiling) is encountered, the target strikes the object in the same manner as it would during a normal fall. After this blast of air ceases, the target falls down (unless it was flying), taking falling damage as normal. A successful save means the target takes half damage from the air blast but is not moved by it. You can create an air geyser once per short rest.
When using this technique you concentrate the air you propel into a micro-thin, highly concentrated bursts. All your unarmed wind damage deals slashing or piercing damage for the next minute. Activating this technique takes no action.
As a standard action you release a slice of air that hits all targets in a 15-foot cone, dealing 4d6 point of slashing damage (dex halves). You can use this technique once per short rest.
As a standard action, you kick an arc of wind along the ground swiping a target's feet out from underneath them if they fail a Strength saving throw.
At will, you can amplify your voice, making it much louder. This technique doesn't require stamina and is always active.
You use the wind and air currents to enhance your jumping ability granting you a +20 on a single Athletics check to do so. This technique requires no activation but does consume 1 stamina each time you use it.
You increase your movement rate by +10. At level 6, this goes up to +20. Activating Celerity takes a bonus action and lasts for 1 minute.
As a standard action, you shroud yourself in wind. While so protected, wind cannot knock you over and ranged attack rolls against you are made at disadvantage. Tiny or smaller creatures must make a STR save to successfully touch you. Failure throws the creature 5 feet away and deals 2d6 damage.
You can fall from nearly any height and slow yourself at the last minute to land safely on the ground. Doing so requires a reaction.
As a standard action, your blast of air whips an opponent's weapon from their hands. Make an unarmed attack, as usual. If successful, the weapon flies out of their hand and to an adjacent spot. This disarm can be made from up to 15 feet away and doesn't provoke an attack of opportunity if failed.
As a standard action, you can create a whirlwind of air that lifts you up into the air, as per the levitate spell. This technique lasts up to ten minutes.
While in the air, you can control air currents well enough to give you 30 feet of horizontal movement. This doesn't count as a true fly speed, as your vertical movement is not affected. If falling you can use this to guide yourself to an appropriate target. If floating or using an item that keeps you aloft, you can use this technique to allow you to travel through the air. Gliding doesn't require activation or stamina and is always on once learned.
You create a gusting sphere as per the spell with the same name. You can only have one sphere active at a time.
By using 1 stamina point, you can give yourself a +10 bonus to one Acrobatics check using wind and air to assist your efforts. This requires no actions to activate.
You can hear the sounds of others carried on the wind. Each time you burn 1 point of stamina, this technique grants you a +10 to a single, listening-based Perception check. There must be open air between you and the sound you are listening to.
As a standard action, you can channel a burst of air from your mouth, blowing you backward 10 feet. Anyone behind you must make a Strength saving throw or be knocked prone.
As a reaction to a successful ranged attack, you can redirect the attack and throw it back toward its sender. Returning Wind automatically prevents damage to you, but you must make a ranged attack to hit the target who attacked you.
You create a forceful flow of wind in a 120-foot line. Any creature caught in the wind takes 4d6 bludgeoning damage and is knocked prone (Strength save halves damage and negates the prone). A creature that starts their turn in the wind takes an additional 2d6 bludgeoning damage and must make a Strength saving throw or be prone and pushed back 20 feet away from you (Strength save against negates the prone and halves the damage). This river lasts 1 round per level. You can use this technique once per long rest.
Once per long rest as a standard action you can stir up a violent blast of downward air that hits anyone in a 20-foot radius. Targets in the area take 4d6 points of bludgeoning damage +1 point per level and are knocked prone (STR saves halves the damage and prevents the prone). Flying creatures are forced to the ground unless they make an Athletics check.
You localize a vacuum over a target's head and suck the air out of their lungs, assuming they have any. Choose a target within 30 feet. If they fail a strength saving throw, you have managed to trap their head in the vacuum, dealing 2d4 Constitution damage. Each round, the target gets a new strength saving throw. If failed, they take another 2d4 Constitution damage. To maintain the vacuum you must maintain concentration. Any break in concentration means the suffocation attempt fails, though the Constitution damage remains. You can attempt to suffocate a target once per long rest.
You can make your voice issue from someplace else using air currents to carry it to a desired location within 60 feet. No action is required to activate ventriloquism, but it uses 1 stamina point to talk for up to 10 minutes.
As a standard action, you send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within 1 mile / level that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message at a volume of your choice. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. Your message can be no longer than 25 words. You control the speed of the wind, ranging from 1 mile per 10 minutes to 1 mile per hour.
As a standard action, you create a vertical curtain of wind that lasts for 1 minute. The wall is 30 feet long, 15 feet high, and 2 feet thick. It is strong enough to automatically deflect any arrows or bolts. Other ranged weapons must make a DC 8 cover check to succeed. Gasses cannot pass through the wall.
As a standard action, you harden the air around a target into jagged invisible blades that deal damage based on how fast the target moves. On its turn, the target takes 1d6 points of slashing or piercing damage if it moves at least 5 feet, plus 1d6 points of slashing or piercing damage for each additional 10 feet of movement. A Strength saving throw negates all damage for the round. Movement that doesn't pass through air is unaffected. This effect lasts 1 round per level.
As a reaction to being knocked prone, you can use a puff of air to immediately put you back on your feet again.
As a standard action, you create push all the air away from you in a 20-foot radius, clearing the area of any harmful vapors, poisonous clouds, airborne diseases, smoke, spore clouds, or other effects.
All of the following techniques require the Earth Elementalist to have access to earth, stone, or rock (all of which are collectively referred to here as earthen material). Rocks or boulders within the range of your telekinetic force can be pulled to you as a bonus action to perform these techniques. Some require you to directly interact with earth, stone, or rock under your feet. If earthen material is not available, then these techniques are not usable. All of the following elementalist techniques require 1 stamina point to use.
You can move dirt around on a massive scale, possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. However, in no event can rock formations be collapsed or moved. For every 150-foot square (up to 10 feet deep), this technique takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move. This technique does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography. Adjust Terrain cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. This spell has no effect on earth creatures.
You gain a burrow speed of 10. When burrowing you can tunnel through dirt but not rock. You do not leave a tunnel behind you as you go, so other players cannot follow you. Burrowing doesn't require an action to activate though it still takes a point of stamina for every 10 minutes of digging.
As a bonus action, you can cause a pillar or rock to shoot out of the earth, propelling you upward into the sky. Make an Athletics check to see how high in the air you fly (e.g. a roll of 16 is 16 feet, minimum of 10 feet). You still sustain fall damage if you come all the way down unless you have a way to cushion your fall.
As a reaction to falling onto an earthen surface, you can cause the ground to soften and absorb your momentum. Doing so decreases any fall damage you take by 10 points (min 1). At level 6, fall damage is reduced by 20 points, and at level 12 by 30 points.
As a standard action, you can stamp the ground and cause a mist of dust and dirt to float into the air. This obscured vision and functions as per the cloud (level 1) spell.
As a standard action, you can send a column of earth up 20 feet to hit a flying creature. If they fail a strength saving throw, they fall to the earth. The descent doesn't deal damage, but the earth anchors them to the ground preventing flying. At the end of each turn, the creature can make another strength saving throw to attempt to break the binding and fly upward again.
You can earthglide at your normal movement rate. You use 1 point of stamina each time you earthglide. This lasts until you emerge from the ground again or until 1 minute has passed. If you are underground when earthglide expires you are immediately expelled from the nearest opening. It doesn't take an action to activate your earthglide.
The range of your tremorsense ability increases to 30 feet when you burn 1 stamina. This lasts for 1 minute and doesn't require an action.
As a standard action, gather a number of fist-sized rocks from your surroundings (one per level) and keep them circling around you in a ring over your head. As part of the gathering process, you may hurl 5 of these rocks at targets. The remainder can be hurled one-at-a-time as a bonus action. Make a dexterity-based attack for each stone thrown. Those that hit deal 1d8 bludgeoning damage. You may use this technique once per long rest. At level 12, you may use it once per short rest.
As a standard action you cause the ground under you to swell up five feet, causing all adjacent space for 5-feet around you to be treated as steep terrain. Creatures attempting to move up this slope must make a DC 10 Acrobatics check or fall prone next to it. Creatures on the slopes cannot inflict precision damage, such as sneak attack, on you.
You can climb up sheer earthen surfaces by digging into the rock itself with your hands and feet. This grants you a climb speed of 20 and a +10 bonus on climbing-related checks. This technique is activated with a bonus action and lasts for 10 minutes.
You can meld your body and gear into a stone surface, as per the meld into stone spell.
You can make a passage through earthen material as per the passwall spell.
As a reaction, you can root yourself in a strong stance, one anchored in the ground. This prevents an attempt to trip or move you with a combat maneuver.
While using this technique rough terrain composed of earthen material has no effect on your movement. When used this technique lasts for 10 minutes before requiring more stamina.
When you need to ascend a precarious slope or cliff made of earthen material, you can use a bonus action to pull a slab of rock from the ground and use it to ascend or descend. One part of the slab must be attached to the slope, but you can otherwise cause it to move upwards or downwards using your movement action. The slab can carry 6 people and moves at a rate of 30. As a full-round action, you can double its speed.
As a standard action you can soften the ground around you as per the soften earth and stone spell. The area you can affect with this technique is limited to a 20'x20' area (16 squares), one of which must be adjacent to you.
Once per day as a standard action you can create a vast field of mud which traps anyone caught in it. This functions as per the transmute rock to mud spell.
As a standard action, you can soften the earth under a target's legs, cause them to sink in, then harden the ground again. This traps the target's legs immobilizing them and making them flat-footed. The target can make a Dexterity save to avoid being trapped the first time. Each round later, they can attempt a Strength save to break free.
As a standard action, you can gather stone and other earthen material around you to form armor. This grants you weapon resistance 10 and lasts until a total of 100 points of damage are prevented. You can use this ability once per long rest.
As a bonus action, you can craft a blade out of stone that functions as a medium, +1 masterwork sword. You are proficient in the sword’s use but only you can wield it. For you, using the sword counts as an unarmed strike, though you are able to deal piercing or slashing damage with it.
Once per short rest, when hurling rocks as part of your unarmed attacks, you can combine all of your unarmed attacks into a single, large attack. You make one attack roll as a standard action for all attacks. If successful, you deal damage equal to each of the single attacks (e.g. if you have three attacks at 1d6 each, Stone Discus will deal 3d6 damage).
As a bonus action, you pull surrounding rock toward your hand and surround it to make a tough stone fist. This increases your melee attacks to 1d10 points of damage for 1 minute, or until you've inflicted a total of 40 hp of damage using unarmed strikes. While stone, your fists also deal an extra 5 points of damage to objects or constructs.
As a standard action, you launch a large piece of earthen material up into the air then destroy it, raining rocks, stones, or dirt down on a 40-foot radius. All within the radius take 2d6 damage (no save). The area then becomes rough terrain. You can use this technique once per long rest.
As a standard action, you can form a shelter using slabs of rock that protrude from the ground or from a wall. The makeshift building is rudimentary, primarily providing security and shelter for up to 5 people. You can cause a slab door to open and close at will, completely sealing it up from any unwanted visitors. The shelter is permanent, unless you decide to return it to the ground when done, in which case it disappears back into the earth as if it were never there.
As a reaction, you can cause a 1-inch slab of stone to spring up from the earthen ground, interposing itself between you and an opponent that is attacking you. The stone provides you 1/4 cover and a +2 bonus to dexterity saves against the triggering attack and any subsequent attacks until the start of your next turn.
As a standard action, you stomp your foot on the earthen ground, creating a ripple of power that you can use to trip one creature. Make a strength-based attack, opposed by the creature's grapple check. If successful, the target is knocked prone. At level 6, you can use thunderstomp once per short rest to affect all creatures in a 60-foot line.
As a standard action, you can create a wall of stone as per the spell.
All of the following elementalist techniques require 1 stamina point to use.
You can harness your inner heat to prevent your body from getting too cold. You can likewise reduce the heat in your body, protecting you from extreme heat. By using one point of stamina (no action) you can prevent the negative effects of one saving throw caused by extremely hot or cold environments.
As a standard action, you can launch a fireball, as per the spell. You can use this technique once per short rest.
As a standard action, you can launch a massive ball of fire up into the air and cause it to explode, raining down fire and liquid flame over a circle with a radius of 60 feet. Any creatures in the circle take 5d6 points of fire damage and catch fire. A dexterity save halves the damage and prevents you from catching fire. You can use this technique once per long rest.
As a standard action, you kick or punch while turning your body, sending an arc of flame out that hits anyone within a 15-foot cone. This deals 1d4 points of damage per caster level (max 3d4). A dexterity save halves the damage.
As a standard action, you enclose yourself in flames. Cold-based attacks deal half damage (none on a successful save). Opponents attacking you with a melee attack automatically take 1d6 + 1/level fire damage.
Once per long rest, as a standard action, you breathe out a wave of fire that deals 8d6 points of fire damage to everyone in a 30-foot cone (Dexterity save halves).
You can sculpt fire to create shapes or figures using it. This creates illusions similar to the image (level 1) spell.
As a reaction, you raise a curtain of fire in front of you. This grants you a +4 to AC against cold or water-based attacks.
As a standard action you create a sinuous line of flames that twists and turns as you decide to total length of 5 feet per level. The snake must stay within 60 feet of you and must be contiguous but can otherwise take whichever path you desire to hit as many creatures as you want. Creatures in the past of the snake take 10d6 points of fire damage (dex halves). You can use this technique once per long rest.
As a standard action, you release an intense line of fire thirty feet long, dealing 2d8 points of fire damage to everyone in the way (Dexterity save halves).
For 1 minute, you leave a trail of fire behind you wherever you go. This fire doesn't harm you and it burns for 1 round before going out. Creates that move through or start their turn on or next to the fire trail take 1d6 points of fire damage. Those on the fire trail take an extra 10 points. Creatures that move through affected spaces multiple times take damage multiple times. You can use this technique once per long rest, as a standard action.
As a bonus action, you create two flaming knives held in each hand. These knives deal 1d6 + Dex points of fire damage and they hit against touch AC. When using the knives, you get two attacks per round, each at your full attack bonus. The knives last one minute or until you dismiss them as a free action.
Instead of two knives, you can create one, white-hot flaming knife that has the ability to deal 20 points of damage to objects if held over them for 1 full round.
As a standard action, you spin on the ground shooting fire from your feet that deals 3d4 points of damage to everyone who is adjacent to you (Dexterity save halves).
Once per long rest, as a standard action, you can create a flaming sphere, as per the spell.
As a standard action, you can create a flash of bright flame directly at an opponent's eyes (CON negates), causing them to be dazzled for 1d4+1 rounds. Dazzled creatures take 1/4 cover when making attacks.
As a bonus action, you can use fire and smoke to enhance your presence, making you appear much more intimidating than usual and granting you advantage on an intimidation check made within the next minute. This technique has no effect on other fire elementalists.
As a standard action, you can cause metal that you can see within 60 feet to glow red-hot. Any creature that is in physical contact with the metal takes 2d6 fire damage each round for three rounds. You can use this technique once per short rest.
You can shoot fire from your hands or feet to propel you through the air and fly at your normal movement speed. This takes no action but uses 1 stamina per round of flight. This technique can also be used as a reaction to safely land at the end of a long fall.
When you attack with any fire-based attack, you can spend an extra point of stamina, causing your flame to linger long enough on all targets to automatically catch them on fire. On their turns, any creature that is on fire must make a Dexterity saving throw or take 1d6 damage. Creatures who make their saves are no longer on fire.
As a reaction, you can redirect a fire-based attack that targets you directly (not area effects). Make an attack roll. If your roll beats the roll from your attacker, you catch the attack and fling it back at them. Make a separate attack roll to see if it hits.
As a reaction, you can redirect lightning-based attacks in the same way you redirect fire-based ones.
As a reaction, you can fend off fire-based area effects. If you make your save against the effect, you take no damage instead of half.
As a standard action, you can extinguish a natural flame, using it to create a massive amount of smoke. This functions as per the cloud (level 1) spell.
As a standard action, you can make a touch attack on a target and cause them to burst into flames. The target takes 1d6 points of fire damage immediately. On their subsequent turns, they can make a Dexterity saving throw to try to put out the fire. If failed, they take 1d6 points of damage again.
Once per long rest, as a standard action you can create a wall of fire, as per the spell.
All the following water techniques require a water source to use. If you don’t have access to sufficient water (per the GM discretion) you cannot perform them. Water sources come in three sizes: small (gallon or less, something you can carry with you), moderate (body-sized amount of water, puddle, sink full of water), large (pond, creek, stream, etc.). Unless otherwise stated, all techniques take a standard action to perform. All of the following elementalist techniques require 1 stamina point to use.
You can create a rolling sphere of liquid as per the aqueous orb spell.
You can control the actions of a humanoid creature by using your telekinetic abilities to control the liquid in their body. The target gets a Constitution save to avoid the effect, but if failed you gain complete control over their physical actions. The target must stay within range of your telekinetic ability and you must concentrate to keep the control. The target can make a new Constitution save at the end of each of their turns to try to break the effect.
As a standard action, you freeze water into dozens of razor-sharp icicles, firing them from you in a 60-foot cone-shaped burst. Any creatures in the cone takes 10d6 points of damage (half piercing, half cold, dexterity save halves). You can use this ability once per short rest.
As a bonus action, you can sense liquid poisons in a vial, a container, or even in a creature's body, and you are able to distinguish them from other, less harmful liquids.
When you sense a liquid poison in a creature, you can telekinetically control it and work it out through the creature's skin, curing them of it and neutralizing any effects. Doing so takes a full-round action.
If you are surrounded by foliage of any sort, you can use a bonus action to draw the living water from those plants to use for your own purposes. Doing so immediately dries and kills the plants. Flowers, grass, and brush produces a small amount of water. Trees and larger vegetation can produce a moderate amount. At level 8, you can target this directly at a plant creature as a standard action, dealing 8d6 points of necrotic damage.
You can create a flow of water at will that propels you through it, essentially giving you a swim speed of 30. Assuming you have at least 10 feet of space to move in the water, you can use this to propel you out of the water and into the air, as well. Make an Athletics check to determine how many feet in the air this can propel you (e.g. a roll of 16 equals 16 feet, minimum of 10).
As a standard action, you can shoot a blast of water into a lock and then rapidly freeze it, damaging the lock and making it easier to break open but harder to pick. Freezing a lock reduces the lock's Break DC by 1 point for every two character levels but increases the DC to pick it by the same.
As a standard action, you coat your hand in frigid water and make a melee touch attack against a target. If successful, your target takes 4d6 points of cold damage and is staggered for 1 round. You may use this technique once per long rest at level 3, and once per short rest at level 6, and twice per short rest at level 9.
By covering a wound in a small amount of healing water you are able to help a target recover from their wounds. The target heals 1d8+1 hit points (2d8+2 at level 5). This takes a standard action. Creatures can only benefit from healing water once per long rest.
Your healing water now heals 3d8+3 hit points, 4d8+4 at level 15. It otherwise functions as healing water.
When near a moderate amount of water, you can stream a blast of water at a target, pushing them backward. Make an opposed grapple check against any target within 30 feet. For every point over their roll you push them back 1 foot (min 5). Any normal fires in the way are extinguished by this as well. When making a full round attack, you can use Hydraulic Push as one of your multiple attacks, as usual.
Once per short rest, as a standard action, you can cause water to burst up from below in a 5-foot square within 30 feet. The geyser continues as long as you maintain concentration on it, using a standard action each round to keep it going. Doing so does not expend extra stamina. Any creature that finds itself in the geyser must make a Strength saving throw or take 3d6 bludgeoning damage and be tossed up in the air to a height of 10 feet per 2 of your character levels. The creature likewise takes fall damage when it lands, putting it in a space adjacent to the geyser. On a successful save, the creature takes half the bludgeoning damage and none of the fall damage.
As a standard action, you can freeze ice to trap an opponent. If an opponent is standing in a small amount of water, you can freeze the ground around it. The target must make a strength saving throw, it will become trapped, gaining the grappled (level 1) condition. On each of its turns, the creature can make another save to attempt to free themselves.
If you have access to at least a moderate amount of water within 15 feet, once per day as a standard action you can attempt to cover a medium target completely in a large wave of water that freezes to imprison them in ice. The target gets a dexterity save to avoid the wave and a strength save to shrug off the ice, but if both of these fail the target is helpless and imprisoned in ice. You can decide to leave space open in the ice for them to breathe or let them slowly suffocate.
As a standard action, you spin water in front of you and freeze it, creating a large, round saw blade of ice which you propel in a 30-foot line. Any creature in the way takes 6d6 points of damage (half slashing, half cold). A dexterity save halves this damage. You can use this ability once per long rest, at first. At level 8 and level 11, you gain an additional use of the ice blade.
As a bonus action, you can freeze water to your hands, creating large sharp looking claws. These claws increase your unarmed combat damage to 1d10 slashing or piercing but only when engaged in melee combat. The claws last for 1 minute or until the water is used for some other purpose.
As a reaction, you can use water to create a 5-foot wide wall of ice as tall as you, anchored in the ground adjacent to you or an ally. The wall cannot move but otherwise functions as a solid surface to take cover behind. After taking 30 hit points of damage (fire deals double damage to it), the wall shatters and is lost.
As a standard action, you can use water to coat a 5' foot radius burst around you in ice. Anyone in the area must make a dexterity save or take 1d6 + 1/level points of cold damage and fall prone. Those that save take half damage and remain standing.
If you have access to a moderate to large source of water, you can use a bonus action to telekinetically throw it out in a long sheet that freezes just long enough for you to slide along it before melting back into water at the end of your turn. The sheet of ice is 5-feet wide and up to twice your movement speed in length. While sliding along it, you run no risk of falling and are able to move at twice your normal speed. The ice slide can also rise into the air creating a ramp but is half as long when doing so.
You cause a moderate amount of water to vaporize and turn into mist, as per level 1 cloud spell. Using your telekinetic control over water, you can cause this mist to move where you want.
As a standard action, you can use a sharp slice of water to attempt to damage any object or construct nearby. This deals 1d6 slashing or bludgeoning damage to the object per level (max 6d6).
With a body of water nearby, you use a standard action to create a wave of water that is 10-feet tall and 10-feet wide. It travels 30 feet crashing into anyone in the way and extinguishing any fires it encounters. Those hit by it must make a Strength saving throw or take 6d6 points of bludgeoning damage and be knocked prone. Successful saves halve the damage and prevents the prone. You can use this ability once per short rest.
If you have access to a large body of water, you can use it to create large walls of ice, as per the wall of ice spell.
By touching a natural body of water, you can see anything on or within it as if you were present at that location, or you can observe anything happening within 15 feet of the river's banks as if peering from the water's surface. As a standard action you can move your point of view to another part of the waterway. Your vision lasts 1 minute, the range of this effect is 5 miles, and you can use it twice per day.
Provided you have a moderate amount of water, as a bonus action you can cover your entire body in a blob of water, leaving just enough space for you to breathe. While in the water suit, you can move freely and attack without restriction. The water grants you fire resistance 5, bludgeoning resistance 5, and an armor AC bonus of +4. The water lasts for 1 minute or until its resistances have prevented 30 points of damage.
As a standard action, you can create a bubble of air by melding the water around you into a bubble. This bubble follows you and lasts as long as you maintain concentration on it, allowing you to walk or swim underwater. The air in the bubble lasts 10 minutes with one person inside, but that duration is divided evenly for each additional person in the bubble. Multiple elementalists can combine bubbles to extend their size and duration.
As a bonus action, you cover your arms in water, causing them to function as long, prehensile tendrils with a 10-foot reach. You can use the tendrils to grab objects, manipulate them, or throw them. They function as unarmed combat tools, allowing you to perform unarmed combat, including grapples, at range. Since the tendrils grab surfaces well, they allow you to climb more easily, granting you a climb speed of 20. These limbs last for 1 minute or until you use the water for something else.
You grow multiple tendrils (max 8) of water from your body. While these don’t increase the number of unarmed attack you can make each round, they do allow you to grapple multiple opponents simultaneously. This usually requires two limbs per target, but by using three limbs, you can automatically dominate targets with successful grapples. The extra limbs also increase your climbing speed to 30.
You can run across the surface of the water as if you used the water walk spell. Doing so requires you take your full movement each round and use your standard action to maintain concentration on the effect. Doing so does not require you to use extra stamina each subsequent round.
You can use a wave of water to take someone's legs out from underneath them, causing them to fall prone. This functions as a regular trip attempt, except that you can do so from up to 30 feet away. This counts as a grapple attempt and can be used as one of your multiple attacks when making a full attack.
You can create a wave shield (as per the spell) as a reaction. This shield protects you by granting you weapon and fire resistance equal to your Elementalist level. After defending against one attack, the spell discharges.
You must be a fighter to learn any of the following techniques. The "focus technique" field notes whether it's possible ("yes") for the technique to be a focus technique. If a technique has to be a focus technique and cannot be activated with stamina otherwise, it'll be noted here as well ("required").
You can gain one extra attack when using the Full Attack action. Action surge can only be used once per round, and it does not stack with other effects which provide the same benefit, such as Haste.
You can use your combat proficiency bonus in place of your ranks in one skill of your choice from the following list: Acrobatics, Athletics, Deception, Rope Use, Intimidate, Engineering, Craft (armor). Choose the skill when Adaptable Training is learned. This technique can be learned a number of times equal to your intelligence bonus, selecting a new skill each time learned.
Every time you would normally gain 1 stamina point, you gain two instead. You are still limited by your stamina pool's max limit.
You let the adrenaline of combat push you forward, temporarily ignoring the effects of fatigue. For each point of stamina you use, you reduce your fatigue level by 1. Once combat is finished, the fatigue you ignored returns all at once.
You are trained in falling in medium and heavy armor. When doing so, the amount of fall damage you decrease with a successful acrobatics check is doubled.
When wearing heavy armor, you gain weapon resistance 1. At 7th level, this resistance goes up to 2 and you gain 1 points of resistance in medium armor. At 11th level, these likewise increase by 1 and you gain 1 point of weapon resistance in light armor. This resistance does not apply if you are helpless. When activated by using stamina points, this technique lasts until the beginning of your next turn.
After you successfully hit a living creature, you can choose to use 1 stamina point to make that attack deal extra bleed damage equal to your Dexterity (ranged weapons) or Strength (melee weapons) modifiers. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
You've learned to threaten an enemy with ranged attacks in such a way as to distract them from your ally's sneak attack attempts. Typically, allies threatened with melee attacks trigger sneak attack damage. When using bombard, any opponent you hit with a ranged weapon is also considered threatened until the beginning of your next turn.
As a standard action, you may throw a bludgeoning weapon at an opponent within 20 feet. If you hit (whether or not the attack damages the target), the weapon rebounds off of the creature and lands in your square instead of theirs. If you have the Deflect Arrows technique, you may choose to catch the weapon when it enters your square. This ability may not work against some creatures or in certain circumstances as determined by the GM. Note: If the weapon isn't designed to be thrown, you gain all the standard penalties for throwing an improvised weapon unless you have the appropriate proficiency.
You can increase the amount of unarmed damage that you do to 1d6+str (1 stamina point) or 1d8+str (2 stamina points). Making bruiser a focus technique decreases the stamina cost by 1.
You gain one stamina point every time an enemy hits you with a critical hit.
As a reaction to an attack of opportunity, you may attempt to strike your opponent first and prevent them from completing their attack. Roll your attack first. If successful, then your opponent takes normal damage and must make their attack at disadvantage. If your attack is unsuccessful, then your opponent's AoO is made at advantage.
If you are holding a medium or heavy shield, you may use it boost your defense against magical and mundane ranged attacks when taking total defense. Doing so grants you 3/4 cover against all ranged attacks. Using this technique assumes you are taking cover behind your shield, turning or crouching to minimize your profile against ranged weapons instead of actively using your shield to block them. As such, covering shield does not stack with the defensive or missile defense properties of heavy shields. You must choose to use one or the other. It does stack with a heavy shield's regular missile defense ability, though.
As a standard action, you may attempt to wound your opponent to decrease their mobility. Make an attack. If successful, your attack deals normal damage and reduces the target's mobility by 10 feet. Crippling Strike cannot drop a target's speed below 10. The speed decreases last until the target is fully healed.
When any spellcasters in your threatened area attempt to cast a spell, you may use a reaction to attempt to disrupt their spellcasting. When you do so, any spell attacks made by that spell caster are made at disadvantage and saves against their DC are made at advantage.
As a reaction, you gain a dodge bonus to AC equal to your fighter bonus that applies to attacks made from one opponent. This lasts until the start of your next turn.
You may feint as a bonus action instead of a move action for one round.
You can reroll a saving throw or a skill check. You must take the result of the second roll, even if it is lower.
You apply your combat bonus to Dex saving throws as long as you are not flat-footed. If this technique is inactive, you may activate it with stamina by using a reaction.
As long as you have stamina points in your pool, you gain the benefit of the evasion ability.
You push yourself a bit harder when moving during combat. You can use your bonus action to move half your movement speed more.
When your hit points drop to 0, you can expend two stamina points to remain conscious. You are staggered and still sustain Con damage, as usual, when dying.
As long as you use a piercing weapon, you are able to perform critical hits on an opponent wearing full plate armor (normally full plate prevents critical hits). While using this technique, you cannot also benefit from your weapon's reach property. You can switch between halfsword and standard combat as a free action.
You may now take an attack of opportunity against threatened foes who are performing any movement or movement action (including standing up, withdrawing, loading a crossbow, drinking a potion, etc.), or against a threatened foe attempting a ranged attack. If this technique is inactive, you activate it as part of your reaction.
As a reaction to a successful melee or ranged attack roll, you may make an attack roll at your highest bonus. If your roll is greater than the roll of the attacking creature, the attack automatically misses. You may only use this ability once per round. Parry cannot be used if the attacking creature makes a critical hit.
You may parry an attack against an adjacent ally if the attacker is also adjacent to you. It costs two stamina if you have to activate both parry and defensive parry.
If you use parry to prevent a blow that would have hit you, you may use your counter roll as an attack roll to make a free hit back at them. It costs two stamina if you have to activate both parry and riposte.
You can choose to ready an attack as a full round action, instead of a standard action. When doing so, you gain advantage on your attack when the action triggers. When using a Patient Strike, you do not use your movement action, but you may use a bonus action.
You inflict a mighty blow on an opponent in an attempt to intimidate them. After a successful attack roll, you may use one stamina point to add a level of fear to a target (Cha save negates).
You are practiced at fighting from the ground. It only takes you 5 feet of your movement to stand up. In addition, you may make attacks of opportunity while prone.
You may perform a disarm technique as one of your attack during a full-attack, instead of a standard action.
You can don armor in a hurry without reducing its effectiveness and remove it quickly when it becomes a hindrance. When you don or remove armor or don it hastily, the amount of time needed to do so is halved. Other characters can still help don your armor as normal, halving the time again.
You may use a potion as a bonus action instead of a movement action.
You must be using a shield to use this technique. Once per round when you would normally be hit with a ranged spell attack (or auto-hit ranged spells like magic missiles), you may deflect it so that you take no damage from it. Your shield suffers the full effects of the spell or effect, if applicable. This does not have any effect on area of effect spells.
By using one stamina point, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. You may only use this technique once per short rest.
While wearing medium or heavy armor, you can deliver a headbutt with your helm as a bonus action without taking penalties for using it as an improvised weapon. A helm headbutt deals 1d4+Str points of damage. The armor's enhancement bonus does not modify the headbutt attack, but the helm can be enchanted as a separate weapon.
As a standard action, use 1 to 4 stamina points to make a strike at an opponent's limbs (if it has them). If successful, you inflict a targeted wound on your opponent, causing strength or dexterity damage equal to the number of stamina points you used.
You apply your combat bonus to initiative checks. This bonus stacks with Improved Initiative.
As a reaction to a melee attack, you may use one stamina point to attempt to defend the attack with one of your own. Roll an attack roll instead of using your AC. Whoever has the higher roll hits his opponent, while the other misses. In case of ties, both take damage. You must decide to use versetzen before your opponent rolls his attack. You must be armed to make a Versetzen.
As a standard action, you may use one stamina point to attack with a strong, fast attack designed to catch your opponent off guard. By doing so, you make the attack against his flat-footed AC.
Your fighter bonus is doubled when sundering items. This improves both the damage inflicted and your attack bonus.
You use one stamina and fire your weapon with specially prepared black powder, creating a concussive blast that knocks you back 5 feet unless there is something behind you to brace you. Any creatures within 30 feet who is struck by this attack takes damage as normal and must succeed at a Str save or be pushed back 10 feet. Creatures farther away are pushed back 5 feet.
When attacking a target at medium range, you can use one point of stamina to resolve your attack against flat-footed AC.
Normal: Firearms only resolve against flat-footed AC at close range.
When you score a critical hit, you deal normal damage, but if you use all the stamina points in your pool (minimum 2), the target must succeed at a Con saving throw or their hit points drop to 0.
You are an expert in training animals to function around firearms. Any animal that you have spent at least 1 week with is immune to the fear effect caused by firearms. Furthermore, you automatically succeed on any attempt to remain on a mount if it bolts in fear after hearing a firearm.
Whenever you roll an explosive misfire with a gun, you can use 1 stamina point to keep the gun from exploding.
You can make a feint as a bonus action when you are using a one-handed firearm, even though feints usually only apply to melee attacks. The target of this feint must be within 30 feet of you and be able to see you.
You have an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against you, you can move 5 feet as a reaction; doing so grants you a +2 dodge bonus to AC against the triggering attack. This movement provokes attacks of opportunity if threatened. Alternatively, you can drop prone, forcing your opponent to roll the attack at disadvantage against you. You can only perform this technique while wearing medium or light armor, and while unencumbered.
Using a particularly hot mix of powder, you can use a standard action to shoot a firearm into the air to scare all living creatures--not just animals--within a 30-foot-radius. This functions as if they were subject to the fear spell (WIS save negates).
Whenever you craft ammunition using Craft (Gunsmithing), you may inscribe a bullet with the name of its intended target. The ammunition grants advantage against the specific target but disadvantage against any other targets. If you hit the intended target, the bullet also does an extra 2d6 damage. Crafting a named bullet reduces your maximum stamina points by 1 until the named bullet is fired or destroyed.
You can use one stamina point and attempt to fire a shot through multiple opponents. To do so, you will make successive attacks against all targets in a line until one attack fails. The first attack is made normally, but each successive attack is made at disadvantage. All targets take damage normally. Normal range increments apply.
You can make a melee attack with the butt or handle of your firearm. When you do, you use your combat proficiency bonus on the attack (normally, using a firearm as a club would count as an improvised weapon). If successful, the melee attack deals 1d8+Str bludgeoning damage.
You use one stamina to clear a misfired weapon as a standard action instead of a full-round action.
By spending two stamina, you can perform quick clear as a move-equivalent action instead of a standard action.
When you hit a creature, you use one stamina to stun the creature for 1 round (level 3), if it fails a constitution save. Creatures that are immune to critical hits are also immune to this effect.
You are proficient in fighting with blade and pistol, one in each hand. When making a full attack, you may use one of your attacks to fire your pistol while you use the others for your melee attacks. The melee weapon must be a light or very light weapon, and as usual, all attacks other than the first are made at a -5 penalty.
As a full-round action, you can use a point of stamina to make a single firearm attack against a specific part of the body. You gain the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. Creatures that are immune to sneak attacks are immune to these effects.
If you have at least 1 stamina point, you can perform any of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but you must declare the utility shot before firing the shot.
Whenever you make a knowledge check to identify a creature and you beat the DC by 10 points, you gain advantage on one attack against the target creature.
At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks or choose to give that bonus to one of your allies that you can see. You must make this choice before you or the ally you are granting the bonus to makes the initiative check.
Select a favored enemy from the ranger's list. You get advantage when making monster identification checks for creatures of your chosen type.
You can spend a reaction to pronounce a judgment or change an active judgment.
Normal: Pronouncing or changing a judgment requires a bonus action.
Once per day, you can treat your class level for your judgment ability as if it were 3 higher than normal. If you have multiple judgments active at the same time, this benefit applies to all of them.
If you cast a cure spell while you have a judgment active, each target regains 1 extra hit point from the cure spell + 1 hit point per three inquisitor levels you possess.
You can pronounce a single judgment and extend its effects to one adjacent ally instead of pronouncing a second judgment. Similarly, once you have the third judgment ability, you can pronounce a single judgment and extend its effects to two adjacent allies instead of pronouncing a second and third judgment. Alternatively, once you have the third judgment ability, you can pronounce two judgments and extend the effects of one judgment to one adjacent ally instead of pronouncing a third judgment. Once an ally has gained the effects of your judgment, he need not remain adjacent to you to continue gaining that benefit. You can spend a free action to end this benefit for one or both allies. If your judgment bonus is suspended for you, it is suspended for all allies, but when it resumes, it does so for all allies.
Once per day as a free action, you can use discern lies restroactively on one statement you heard in the past day.
As a standard action, expend 3 rounds of your bane ability and make touch spell attack using the weapon affected by bane. If you hit, your target takes no damage but is branded until the start of your next turn. While this brand remains, your allies' weapons deal extra damage like your bane weapon when they attack the branded creature.
You can apply your bane to a second weapon you are wielding. While your bane ability is active, at the start of each of your turns as a free action, you choose whether to apply the ability to one weapon or the other, or both. For each round you apply your bane ability to two weapons, you expend 2 rounds of that feature.
While your bane ability is affecting a creature type, the saving throw's DCs for your spells increase by +2 for creatures of that type.
You can expend 2 points from your stamina pool as a bonus action to resolve all of your melee weapon attacks against touch AC until the end of your turn.
As a bonus action, you can spend 1 point from your stamina pool to gain the benefits of water breathing for 1 round per level. During this time, you can also ignore the penalties for underwater combat and movement.
You can expend 1 point from your stamina pool to gain advantage on stealth checks for 1 minute.
You can expend 1 point from your stamina pool to roll a concentration check at advantage. You can decide to use the ability after the first roll, provided the roll's outcome has not been determined yet.
As a bonus action, you can expend 1 point of stamina to enhance the edge of a slashing or piercing weapon. The next target you hit with the weapon takes bleed damage equal to your intelligence modifier. The arcane edge wears off within a minute, if not used.
For 1 hour per level, you can sniff out other spellcasters. You gain a special ability that works like scent except that it only detects those capable of casting magic. Additionally, while your scent persists, you can attempt an Arcana check as a move action to determine the highest level spell a detected creature is capable of casting. You can only attempt this check one per creature per 24 hours. This ability takes a bonus action and 1 stamina point to use.
Whenever you score a critical hit, instead of gaining a point of stamina, you may instead add 2d6 points of force damage to the attack. This extra damage is not multiplied by the critical.
As a bonus action, you can imbue your weapon with the ability to dispel magic. If you hit a creature in the next minute, that creature is the subject of a targeted dispel magic as if you had cast the spell. With dispelling strike, you cannot dispel effects with a spell level higher than the number of stamina points used to active it. Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.
Whenever you score a critical hit with a melee attack, you gain preternatural insight into your target's strengths and weaknesses. You instantly take 20 on a knowledge check related to your target with all the appropriate bonuses. This ability works even if you have already attempted a Knowledge check to identify the creature.
Whenever you use Arcane Weapon, you may spend 1 additional point to increase its duration to 1 minute per magus level.
You can speed up as if hasted for a number of rounds equal to your intelligence bonus. Activating this technique requires a bonus action and expends one stamina point.
When you prepare your magus spells, you can decide to expend 1 or more points from your stamina pool, up to your Intelligence bonus. For each point you expend, you can treat any one spell from the magus spell list as if it were in your spellbook and prepare that spell as normal that day.
After a successful attack, you can spend 1 point of stamina to inflict lingering pain. The pain lasts until the beginning of your next turn, forcing your target to make the same concentration check again if they attempt to cast a spell or do any other action that requires concentration.
You have learned to use stamina to alter the way you normally cast spells. You can bypass or reduce the leveling requirements for metamagic techniques by using stamina instead. Each point of stamina reduces the metamagic leveling requirement by 1.
After successfully hitting a target with a weapon, you can expend 1 stamina point as a reaction to give yourself insight into their defenses. The target is considered flat-footed against your attacks until the end of your next turn.
After hitting a target with a weapon, you can spend one point to boost your defenses against that target until the start of your next turn. During this time, any attacks made against you by the target are made at disadvantage.
As a reaction, you can reflect a spell back at its caster. To do so, you must expend a number of points equal to the spell's level. If insufficient points are expended, you instead grant a bonus on any saving throws allowed by the spell, equal to the number of points spent.
With a bonus action, you can recover a lost spell slot by expending a number of points from your stamina pool equal to the spell's level (minimum 1).
When you use a melee attack to successfully disrupt an arcane spellcaster's spell, you can immediately use your spell recall ability to regain a magus spell slot you have already used. This ability functions as if you had expended a number of points from your stamina pool equal to the level of the spell you disrupted, up to the maximum level spell you can cast.
Your ability to recall spell slots using your stamina pool becomes more efficient. Whenever you recall a spell slot, you expend a number of points from your stamina pool equal to 1/2 the spell slot level (minimum 1). Furthermore, as a bonus action, you can expend stamina pool points equal to the level of an unprepared spell in your spellbook. Until the start of your next turn, that spell is considered prepared and can be cast using any available spell slots.
As a reaction, you can expend 1 point to grant yourself a shield bonus to AC equal to your intelligence bonus until the start of your next turn.
You can use a wand or staff in place of casting a spell when using spell combat.
As a bonus action, you can spend 1 point from your stamina pool and gain the effects of a water walk spell for 10 minutes per magus level. If you expend 2 points from your stamina pool, you can affect a total number of touched creatures equal to your magus level.
After successfully using your quivering palm attack on a creature, you can produce one of the following effects instead of killing the creature, as long as you do so within a number of days equal to your monk level. You must choose the desired effect before the quivering palm's attack roll is made. Unless the target succeeds at its Con save against your quivering palm attack, it succumbs to the desired effect when you will it (a free action). This technique is otherwise subject to all of the limits and conditions of quivering palm.
You can run across a wall or ceiling or across ropes, branches, or even water or other surfaces that cannot support your weight. You must reach a solid, level surface in half your movement rate (fast movement bonus included) or you fall.
You can use cloud step as a movement action to move through the air as if walking on solid ground. You can move a maximum distance equal to half your movement rate (fast movement bonus included), and you can walk at a maximum upward or downward angle of 45 degrees. You must reach a solid, level surface by the end of your turn or you will fall.
Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other actions. If you are interrupted, you must begin again. When you come out of the trance, you know whether a particular action in the immediate future will bring good or bad results, as an augury spell with a 70% chance of success.
When you gain this technique, choose one domain ability that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a bonus action to deliver the effects of the chosen ability to that opponent. You can take this technique multiple times. Each time you take it, you apply it to a different qualifying revelation.
Double the range of one paladin aura that you already have access to. You may learn this technique more than once, choosing a different aura each time.
When you use channel energy to heal and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.
You can expend 24 points from your energy pool to bring a single dead creature you touch back to life as a resurrection (level 5) spell with a caster level equal to your paladin level. You must provide the material component for raise dead.
When you successfully smite as part of a charge, your smite deals the extra 1d8 radiant damage to all creatures that it normally only deals to undead or outsiders.
Each time you use channel energy you gain favor on all attack rolls until the end of your next turn.
Each time you channel energy to heal a creature other than yourself, you heal a number of hit points equal to your Charisma bonus.
As a bonus action, you can focus the clarity granted by your
Pick one 1st-level spell, one 2nd-level spell, one 3rd-level spell, and one 4th-level spell from the bard, cleric, inquisitor, or oracle spell lists. Add these spells to your paladin spell list as paladin spells of the appropriate level. Once chosen, these spells cannot be changed.
You may use channel energy to heal another creature at a range of 30 feet as a standard action. You must be able to speak and have a free hand to use this ability. The target heals half the amount they would have healed if you had touched them, but gains the benefits of your mercies as normal.
Once per day, you can craft simple but effective camouflage from the surrounding foliage. You need 1 minute to prepare the camouflage, but once you do, it is good for the rest of the day or until you fail a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. You gain advantage on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.
Choose one of your favored enemy types. You add half your quarry bonus to combat maneuver checks and as a dodge bonus to AC when attacked by a favored enemy. You can gain this technique multiple times. Its effects do not stack. Each time you take this technique, it applies to a new favored enemy type.
You are adept in travelling the plans and may use your studied terrain on planes other than the prime material.
When you take this technique, choose one of your favored enemy types. Against enemies of that type, all weapons function as reach weapons and threaten that favored enemy type 10 feet away. This effect does not stack with any other effect that expands a weapon's threat range. You can take this technique multiple times. Each time you take it, you choose a different favored enemy type.
When you hit an opponent with a poisoned weapon that would deal sneak attack, you can forego the sneak attack damage and increase the poison's save DC by 2 points.
Once per short rest, you can cast disguise as a spell-like ability. The disguise lasts 1 hour but otherwise functions as the spell.
Once per day, when you miss with a melee attack, you can designate a single ally who is also in melee range of the same target. That ally can make a single melee attack against the opponent as a reaction.
When you deal sneak attack damage against an opponent, that opponent takes disadvantage on attack rolls against you for 1d4 rounds.
You can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the your sneak attack (e.g., 4d6 equals 4 points of bleed).
When you successfully inflict sneak attack damage on a foe with a slashing weapon, your attack doesn't go particularly deep, but you do carve away a significant portion of skin and flesh. If this sneak attack inflicts bleed damage, the pain of the sneak attack sickens the target with level 2 fatigue. The target also has its natural armor bonus (if any) reduced by a number of points equal to the number of sneak attack dice you possess. These penalties persist as long as the bleed damage persists. Multiple strikes on the same foe do not stack the bleed damage, but the penalty to natural armor does stack, to a maximum penalty equal to the target's normal full natural armor score.
You gain the ranger's camouflage technique.
You know how to captivate an audience using your eloquent speaking ability, a fascinating street performance, or other public display. Targets must make a Charisma saving throw or become fascinated with you for as long as you continue to perform. You can target one creature at 1st level, a second creature at 3rd level, and an additional creature every three levels afterward. As with any fascination effect, any potentially hostile action breaks the effect.
You can agitate a fascinated crowd to violence. This functions as the bard's incite violence song.
You can use Deception or Persuasion scores to make an Intimidation check.
When you successfully use Deception to convince someone that what you're saying is true, anyone hearing the same lie repeated gets disadvantage on checks to disbelieve it.
You can use a bonus action to set off any trap within 30 feet that you constructed.
You can deliver a coup de grace on targets who are stunned (level 2 or 3) or cowering in fear.
When this technique is learned, select a single animal or plant poison that you have been poisoned with but survived. You automatically succeed at all Con saves against exposure to the selected poison.
You can apply filth from garbage, a sewer, a city street, a polluted area, or long-unwashed clothing or fur to a weapon as a standard action. Doing so causes the weapon to inflict filth fever on its next strike. You do not risk exposure to this disease when applying it. After a successful attack with the weapon, the filth is dispersed and must be reapplied.
You may use the surprise from your sneak attack to distract an opponent. When you use a melee attack that would deal sneak attack damage, you can forgo the additional damage to cause the creature to become flat-footed against one target of your choosing (not yourself) until the beginning of your next turn.
Once a day, you may attempt a Knowledge check, even when not trained in that Knowledge skill.
You gain advantage on jump checks. Also, when you fall, you a successful acrobatics check ignores 10 points of damage instead of 5.
You can blend into groups easily. Perception and Insight checks are made at disadvantage when you are within 30 feet of 5 non-hostile creatures.
You are trained to fan your marks to determine which ones are the easiest to pickpocket. When preparing to pick a pocket, you and your potential victim make perception checks first. If your check is higher, you know the result of their roll. If you decide to pick their pocket, their perception roll is used to determine whether they notice your attempt, as usual, though because you know the result in advance, you can decide to abandon that target and look for a new mark instead.
You are skilled at making do with anything you can find. You take no penalty on Locks checks for using improvised tools.
You have a cast-iron stomach and have trained yourself to withstand poisons, especially ingested ones. You gain favor on all saves against ingested poisons as well as advantage on saves against all spells and effects that cause nausea or sickness (like a ghoul's stench or stinking cloud).
When you use your unarmed strike and sneak attack damage on a flat-footed opponent, you gain a +1 bonus on the damage roll per each sneak attack damage die you roll. If you reduce your opponent to 0 hp with this blow, he is unconscious and not dying.
Once per day, when you accidentally activate a trap while attempting to disarm it, you may immediately attempt another Traps check to disarm it, albeit at disadvantage.
When climbing and you fail an Athletics check by 5 or more, you can immediately make another Athletics check at disadvantage. If successful, you stop your fall by clinging onto the surface. You do not take falling damage when stopping in this manner.
Once per day, you can forgo a potential sneak attack to attempt to cloud an opponent's vision. You must declare the use of obscuring blow before you make the attack. If the attack hits, it does normal damage, but instead of sneak attack damage, the target's vision is obscured, causing it to make 1/4 cover checks on all attacks for a number of rounds equal to half your level. A successful Con save reduces the duration of this effect to 1 round.
You can extend your senses of hearing and smell in darkness or when blinded. You gain blindsense out to a range of 5 feet, but only against visual cover.
When you hit a creature with a melee attack, you can re-position yourself to another square adjacent to your target without provoking an attack of opportunity.
You gain the die hard ancestral ability, normally reserved for orcs and half-orcs. Once per long rest, when your hit points drop to 0, you remain conscious but staggered even through you are dying. You still sustain Con damage as usual until you are stable. The next time your hit points drop to 0 or destabilize, you fall unconscious, as usual.
You automatically gain a proficiency of your choice.
This ability allows you to move at full speed using the Stealth skill without penalty.
When making a sneak attack against an undead creature or evil outsider, your sneak attack damage is considered good-aligned for the purpose of creature vulnerabilities. Normal weapon damage is unaffected for this attack.
You can now perform sneak attack with ranged weapons against creatures within 60 feet, instead of just 30.
Choose one poison as your signature poison. When you create your signature poison, the DC of that poison increases by +2 and the creation cost decreases by 10%.
Opponents damaged by your sneak attack can't make attacks of opportunity for 1 round
You can add your sneak attack damage to any spell that deals damage, if the target can be sneak attacked normally.
You have a natural aptitude for using magic wands, perhaps as way of faking magical abilities. You can attune to wands, even if you aren't a spellcaster. Furthermore, you may automatically attune to one wand. Doing so takes a short rest but does not require a magic items check.
When you are under the effect of a polymorph spell that you cast, you can expend 1 sorcery point as a movement action to change to another valid form allowed by the spell.
You can expend 1 sorcery point as a reaction to surround yourself with an aura of innocence and trustworthiness. You gain a +10 competence bonus to Deception checks made to convince others to believe what you say. This bonus doesn't apply to uses of Deception in combat.
You can consume the power of potions, scrolls, staves, and wands, using them to fill your sorcery pool. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1). The number of points added to your pool depends on the level of the spell contained in the item, gaining the number of points you would for converting a spell slot of equivalent level (e.g. a Scroll of Fly grants 5 points, the same as a 3rd level spell slot). You cannot consume items with spells above 5th level, nor can you gain points in excess of your pool max. Using this ability is a move action. If used on a potion or scroll, the item is destroyed. If used on a wand, the wand loses 5 charges; if it has fewer than 5 charges, the wand is destroyed and you gain no benefit. This ability has no effect on magic armor, weapons, rings, rods, wondrous items, or other magic items besides those noted above.
By expending 1 sorcery point, you can attempt to counter a spell as a reaction as if you had dispel magic prepared.
By expending 1 sorcery point as a bonus action, you can create a field 5' from you that prevents dimensional travel (including summoning and teleportation). This effect lasts a number of rounds equal to your charisma bonus.
You can expend 1 sorcery point to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action, allowing you to move up to 10 feet per sorcerer level to any location you can see. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, but any other movement you attempt as part of your move action provokes as normal.
When casting a spell that deals energy damage, you can spend 1 sorcery point to alter the type of energy damage done by that spell (e.g. turning Burning Hands into a burst of electrical or cold energy).
If you successfully disbelieve an illusion, you can spend 1 sorcery point to try to negate or steal control of the illusion. Make a spell attack (DC 10 + Spell Attack of the caster). If successful you can either end the illusion or change it as if you were the caster. If the illusion requires concentration, you must now concentrate to maintain it.
You can add metamagic effects to an ongoing spell that you cast. To do so, spend the required sorcery points as usual and apply the effect to the spell as if you had originally cast it with the metamagic.
When casting a spell, you can spend 1 sorcery point to make the spell being cast appear like a different spell that you know, adding +10 to the DC of any attempt to identify it.
You can gain temporary control of a spell cast by another spell caster. As a standard action, by spending 1 sorcery point, you can make an opposed spell attack against the other caster. If successful, you can direct the spell as a free action for 1 round, making any decisions allowed by the spell. This only functions on spells that can be directed or changed once they've been cast, such as flaming sphere or spiritual weapon. The spell returns to the owner's control at the start of your next turn unless you spend another point from your pool to extend the control another round (no second check needed). You can continue controlling the spell effect as long as it remains in effect.
When you directly target a spell effect with dispel magic and successfully dispel it, you can gain a sorcery point.
You gain the Skill Focus common ability for one type of item created with the Craft skill. You can take this technique multiple times, gaining a new type of craft skill each time.
You can consume the power of magic items, using them to heal others. By holding the item and touching another creature, you heal them 1d6 hit points per spell level used to create the item. If multiple spells were required to create the item, use the highest. Items above 5th level cannot be drained. Draining a single-use magic item, such as a potion or scroll, completely consumes it. Wands are drained of 1 charge. Permanent magic items are disabled for 24 hours. This ability can't be used on infused items. You can use this ability a number of times per day equal to your Intelligence modifier (minimum 1).
The level 0 spells you can use with your spellwright's tools are enhanced. Three times per day, you can cast one of those spells at level 1 instead of level 0.
Twice per short rest, you can dismiss an infusion and channel the arcane energy into its bearer, causing them to heal 1d6 points of damage per infusion level.
When you create an infusion, you can determine what happens to the arcane energy in it when difused. The energy can dissipate safely, as usual, or you can set it to explode, sending out a blast of arcane energy. The blast deals 1d6 points of damage per infusion level to all creatures holding, wearing, or within 10 feet of the item. The item is not harmed by the blast.
Choose an item that is currently enchanted with a leveled infusion, such as Add Masterwork Property. As a bonus action, you can overload this item by doubly infusing it. This causes it to count as two items toward your limit, but the item functions as if it were one level higher, allowing you to alter its functionality. Overloaded items are dangerous and difficult to control. At the beginning of each turn, make an intelligence save (DC = 15 + Spell Level) to maintain the overload. If failed, then you lose control, the item becomes inert, and it loses all infusions. If you fall unconscious, either through magical means or because you are dying, any overloaded items explode, dealing 1d6 points of force damage per infusion level.
All warlock techniques below modify your eldritch blast. You may only use one blast shape technique (those that begin with "blast shape") and one blast modification technique (all the rest) on your eldritch blast at a time.
Your eldritch blast can jump from one target to another, dealing full damage to a primary target and half damage to each secondary. All targets get dexterity saving throws to further halve this damage (half damage to primary, quarter damage to secondary). You make attempt 1 secondary target for every five warlock levels you possess. All secondary targets must be within 30 feet of the primary.
You create a circular blast that emanates ten feet from you in all directions. All creatures in the circle take damage (dexterity save halves).
Your eldritch blast can take the shape of a 30 ft cone. Instead of a spell attack, all creatures in the cone can make a Dex save for half damage.
This blast curves and turns mid-flight. If you miss your first intended target you can curve the blast toward a second target within 30 feet of it. Re-directing the blast takes a bonus action in addition to the standard action used to fire the blast in the first place. You must make another attack roll against the second target.
You pump eldritch energy into a target releasing it in one large blast. If the damage dealt to the target drops its hit points to 0, the target explodes dealing force damage to all adjacent creatures equal to your level + your charisma modifier (dexterity halves).
You can focus your blast into a laser-thin line, making it able to pierce through targets and hit anyone in a 60-foot line. All targets must make a dexterity saving throw. Those that succeed take half damage.
Your blast is a chaotic line of crackling energy that lingers in the air until the start of your next turn. You aim the blast at a target or object within 30 feet, creating a line of energy between you and it. If the target is a creature, roll to attack and deal damage normally. The line of energy persists and any creature that passes into it before your next turn takes damage as if hit by the blast (dex save halves).
You can modify your eldritch blast to become a scatter blast, targeting any number of creatures you choose within 20 feet. Your blast hits automatically but targets may make a Dex save for half.
Your blast takes the form of a short, spear-like burst that can travel long distances, increasing the range to 250 feet.
You have learned to channel your eldritch blast through a melee weapon. As a standard action make an attack with a melee weapon. If successful, you deal damage from the weapon and your blast. This technique cannot be combined with any other eldritch blast technique.
All warlock techniques below modify your eldritch blast. You may only use one blast shape technique (those that begin with "blast shape") and one blast modification technique (all the rest) on your eldritch blast at a time.
You can modify your eldritch blast to become an aligned blast. Pick either the good-evil or lawful-chaotic axis of your alignment. Your blast becomes assumes the same alignment as you on that axis, potentially dealing extra damage to certain creatures of the opposite alignment. You can learn this technique twice, choosing to align it on both axes.
You can modify your eldritch blast to become a baneful blast. When you first learn this technique, select one creature type. Baneful blast deals an extra 2d6 points of damage against creatures of that type. You can learn this technique multiple times, targeting a different creature type each time.
You can modify your eldritch blast to become a blinding blast. In addition to normal eldritch blast damage, any creature struck by a blinding blast must succeed on a Con save or be blinded for 1 round.
You can modify your eldritch blast to become a brimstone blast. This blast deals fire damage, and every creature hit by it must make a Dex save or catch on fire (1d6 points of fire damage per round).
You can modify your eldritch blast to become a confusing blast. In addition to normal damage, those struck by a confusing blast must make an Int save or be confused for 1 round.
You can aim your blast downward to propel yourself upward, as if flying at speed of 30. To maintain flight, you must use your standard action to maintain the blast, plus your movement action to move.
You can modify your eldritch blast to become a frightful blast. In addition to normal damage, your eldritch blast strikes fear into those it hits. Creatures struck by your blast must succeed on a WIS save or gain one level of fear. Frightful blast cannot push a creature's fear level beyond level 2.
You can modify your eldritch blast to become a frost blast, dealing cold damage. In addition to damage, creatures struck by a frost blast must make a Con save or be covered in a restrictive layer of frost. This frost inflicts 5 points of dexterity damage that lasts until the next short rest.
You can modify your eldritch blast to become a hammer blast, which does full damage to objects, instead of half damage. Damage to creatures is unchanged.
You can modify your eldritch blast to become a hindering blast. In addition to normal damage, creatures struck by your hindering blast must make a Str save or be slowed for 1 round. Slowed creatures cannot take reactions, bonus actions, or full-round actions. They suffer a -1 penalty to AC and DEX saves, and get disadvantage on initiative rolls. Slowed creatures move at half their normal rate.
You can modify your eldritch blast to become an enervating blast. In addition to normal damage, those struck by it must make a Con save for suffer two HD of life drain.
You can modify your eldritch blast to become a nauseating blast. In addition to taking normal damage, creatures struck by your nauseating blast must make a Con save or become nauseated for 1d6 rounds. Nauseated creatures use their standard action each round retching and dealing with queasiness.
Your eldritch blast is focused and designed to pierce spell resistance, granting a +5 competence bonus on all spell resistance checks.
You can modify your eldritch blast to become a repelling blast. Those struck by it take normal damage and must make a Str saving throw or be thrown 1d6 x 5 feet and knocked prone. If thrown creatures hit a solid surface before they land, they take half the distance they were thrown in bludgeoning damage.
You can modify your eldritch blast to become a sickening blast. Any creature struck by this blast must make a Con save or become sickened with level 2 fatigue for 1 minute. This is in addition to normal damage inflicted by your blast, which happened regardless of the saving throw result.
You can modify your eldritch blast to become a stunning blast. In addition to normal damage, those hit by it must make a Wis save or be stunned (level 3) for 1 round.
You can modify your eldritch blast to become a vitriolic blast, which deals damage normally, but also coats its target in a sticky acid. The acid persists for one extra round for every five warlock levels, inflicting 2d6 acid damage per round.
All warlock techniques below modify your eldritch form.
Once per day, as a bonus action, you can endow your eldritch form with an evolutionary surge. While surging, your eldritch gains one extra evolution of 2 points or less. You cannot use evolution surge to grant an upgrade to an evolution that you already possess. You must also meet the prerequisties for the evolution. This evolution lasts until you drop out of eldritch form.
Once per day, you can extend the duration of your eldritch form to 1 minute per level.
When you target a creature with a hex that normally cannot target the same creature more than once per day, you can attempt to hex them a second time if the first one fails. After the second attempt, you then cannot attempt to re-hex them for 1 day.
Normal: You can only target a creature with these hexes once per day.
When you gain this technique, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a bonus action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.
You can take this technique multiple times. Each time you take it, you apply it to a different qualifying hex.
When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex.
When you use one of your major hexes (not a grand hex) that targets a creature, you can choose another creature within 30 feet of the first target to also be targeted by the major hex.
You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you make a spell attack to hit. This ability can only be used to attack.
Once per day, you can apply a metamagic feat that you know to a spell you are about to cast. In doing so, you don't have to cast the spell at a higher level, but you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.
Techniques here can only be learned by wizards with a necromancy specialization.
When you cast animate dead, you are considered to be four levels higher when determining the number of Hit Dice you animate. When you cast command undead, your duration is doubled.
As a standard action, you can make a spell attack (touch) against a living creature, instilling them existential dread and causing them to gain 1 level of fear.
You have a high tolerance to effects that drain the life out of you. You make saves against life drain at advantage.
Due to extended exposure to the undead, you've developed a tolerance to necromantic energy. You gain necrotic resistance 5.
Undead you raise gain advantage on initiative checks and a 10 foot increase to their movement speed.
You overcharge the necrotic energy used to animate skeletons. When destroyed, the skeletons you've created release the extra necrotic energy dealing 1d6 necrotic damage to any adjacent creatures and healing the same amount to adjacent undead.
You imbue zombies that you create with virulent disease. Upon their death, they swell up and explode, infecting adjacent creatures as per the contagion spell.
As a standard action, you can alter one of your ongoing abjuration spells. It must be currently affecting you and must grant a choice of options when cast. You change its benefit to a different one from the same list. In order to accomplish this, you must make a successful Arcana check (DC equal to 10 + the level of the spell to be altered). The duration of the spell is reduced to half of the spell's remaining duration. This ability does not change the benefit for any other creatures targeted by the original spell.
As a standard action, you can draw upon energies from the Plane of Shadow to cause an ongoing illusion spell you cast to end and damage a foe as if it were real. The illusion must be one you have ongoing control of, such as image, and the target must be in your line of sight. The illusion attacks your target with either a spell attack (touch) or by requiring the target to make a saving throw. If successful, the attack deals 1d6 points of force damage per spell level (half if the target knows the illusion is fake).
As a standard action, you can alter one of your ongoing transmutation spells. It must be currently affecting you and must grant a choice of options when cast. You change its benefit to a different one from the same list. In order to accomplish this, you must make a successful Arcana check (DC equal to 10 + the level of the spell to be altered). The duration of the spell is reduced to half of the spell's remaining duration. This ability does not change the benefit for any other creatures targeted by the original spell.
When you cast an enchantment spell or use an enchantment spell-like ability to influence a creature's attitude or actions and the foe negates the spell with a successful save, she has a 50% chance not to notice the enchantment attempt at all.
These techniques all modify general combat techniques, such as melee or ranged attacks, combat maneuvers, and so forth. Some Common Abilities are also combat related. These are found in the Common Ability Techniques section above.
If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your armor or your shield loses one point of integrity. You must be proficient with the armor in question.
You can draw a weapon or shield (even hidden ones) as a free action or reaction. When readying an attack, you may also keep your weapon hidden, and then draw and attack in reaction to a triggering event. You may also equip a medium shield as a bonus action instead of movement action.
Normal: Without this technique, you may draw a weapon as part of your movement and cannot do so as a reaction. Weapons need to be in hand when readying an attack.
You are able to make melee attacks with a loaded sling. Using a sling in this way functions as a light weapon (1d6 damage) and does not expend ammunition. You may also use your sling as a whip, with no ammunition, though in this way the sling only functions as a Very Light weapon (1d4 damage)
As a standard action, you can make a particularly devestating attack against vital targets. If that attack hits, it deals double damage (firearms deal one extra damage dice). If it is a critical hit, it deals triple damage. Sneak attack damage, bonus damage, or any damage that requires another dice roll is only applied once. Vital strike cannot be used against cretaures immune to critical hits. If used in a ranged attack, you must be within 30 feet of your target. Vital strike damage is considered precision damage.
Your vital strike deals three times the damage, four times if critical. This techniques can't be used with firearms.
On a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical hit to the next ally who hits the creature with a melee attack before the start of your next turn. Your attack only deals normal damage, and the next ally automatically hits as a critical.
As a standard action, you can make a single attack at your full Combat Proficiency against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full Combat Proficiency) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this technique. When you use this technique, you take a -2 penalty to your Armor Class until your next turn. Once your Combat Proficiency Bonus reaches +6, you may cleave many other adjacent opponents as possible until you miss an attack.
The second foe you attack is considered Flat Footed against your Cleave. Once your Combat Proficiency bonus reaches +8, all foes you cleave are considered flat footed.
If you make a melee attack, and your target drops to 0 hit points as a result of your attack, you can make another melee attack using your highest Combat Proficiency against another opponent within reach. You can make only one extra attack per round with this ability. Unlike the Cleave technique, your second opponent doesn't need to be adjacent to the first, nor do you take a -2 AC after using this technique. Once your Combat Proficiency reaches +6, you may use Cleaving Finish any number of times per round.
When no ally is within 10 feet of you and you are not receiving benefits from the aid another action, you gain favor on melee attack and damage rolls.
When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit.
You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a -2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra precision damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
As a standard action, when using a bow or sling, you can shoot two pieces of ammunition at once at a single target. When attacking with manyshot, you make a single attack roll at disadvantage to determine whether all attacks hit or miss. On a critical hit, damage is doubled only once. Likewise, bonus damage, such as sneak attack, is only added once, though damage resistance is applied separately to each arrow. You must be within 30 feet to use manyshot. At combat proficiency +11, you can instead choose to shoot three pieces of ammunition simultaneously.
Whenever you deal damage with a ranged attack, you gain advantage on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.
If you have been prone since the end of your last turn, melee attacks against you are made at +2 instead of advantage. Also, ranged attacks you make are made normally, not at disadvantage.
The time required for you to reload most crossbows and firearms is reduced. Medium crossbows can be loaded as a move action. Light and very light crossbows are a free action and you may fire that weapon as many times in a full attack action as you could attack if you were using a bow. Because of the mechanical nature of heavy crossbows, they aren't affected by this technique and always take a full-round action to load. Firearms can be reloaded in one full-round action per barrel instead of two. Firearms that normally take a full-round action to load can be loaded with a standard action.
Very Light, Light, and Medium crossbows can be loaded as a free action. Lightning reload has no effect on firearms.
You can get one extra attack when making a full attack with a ranged weapon. As usual, all attacks other than your first receive a -5 penalty. Rapid shot cannot be combined with abilities that deal precision damage, such as sneak attack or precise shot.
Whenever your splash weapon misses and the misdirection roll indicates it lands in a square occupied by a creature, you may make an attack roll (at a -5 penalty) as if you had thrown the splash weapon at that creature. If this attack roll succeeds, the splash weapon hits and the creature takes full damage instead of splash damage. Squares adjacent to this creature still take splash damage as normal.
Normal: A thrown splash weapon that misses deals splash damage in the square where it lands and in adjacent squares.
When you charge an undead creature or an evil outsider, you do not take the penalty for charging.
Whenever you make a successful charge attack while wielding a two-handed weapon in both hands, add double your Strength bonus to the damage roll. A monk can use this technique as long as he is wielding a two-handed weapon or both his hands are empty.
When making a charge against an opponent who is flat-footed or helpless, you treat your first melee attack against that target as if you had the Improved Critical ability.
You may ready a charge instead of performing it as a full-round action, though you may only move up to your speed on the charge.
You may use your Acrobatics score instead of Althetics when making grapple checks. If you know Improved Grappling, your grapple score is equal to your level + your Dexterity bonus. You may use your dexterity score instead of your strength score to qualify for any combat maneuver techniques that have strength-based prerequisites.
Whenever an opponent successfully trips or throws you, you can attempt to trip that opponent as well as a reaction.
As a standard action, you can make a grapple check when you are already grappling an opponent. If successful, you can reposition your opponent into a square threatened by an ally with a melee attack. Doing so provokes an attack of opportunity and allows your ally to use their reaction (if they have one) to attack your opponent. Only one ally, who you pick before you make your check, can benefit from this assist.
Whenever you damage an opponent with a piercing weapon, you can immediately make grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition, though your opponent is dominanted. In this condition, you may attempt to use the weapon to attack and do damage, but you do so at a -4.
As a reaction while you are in a dominant grapple with a creature, you can make a grapple check against that creature to gain half cover against a single attack. If you are successful and your attacker's cover roll fails, then the attack targets the creature you used as cover, using the same attack roll. The cover you gain ends after the attack you gained cover against is resolved.
When you have an opponent in a dominant grapple, you can perform a grapple check to throw them forcefully on the ground causing them to be stunned (level 1) for 1d4 rounds.
You can make a throw against an opponent as part of an initial grapple check. Make a grapple check against an opponent your size or smaller. If successful, your target is knocked prone and takes normal unarmed damage. If you want to follow them to the ground in a prone grapple, you may use a bonus action to attempt a grapple against them.
When your opponent fails a combat maneuver against you, and you beat their roll by 5 points (instead of 10), you can use a reaction to attempt the same combat maneuver on them instead.
When you initiate a grapple, if you beat your opponent's roll by 6 points (instead of 10), you automatically create a dominant grapple.
You gain several benefits upon taking this technique. First, you treat torches as simple, light weapons. Second, the radius of normal and increased illumination shed by any torch or mundane light source you carry increases by 10 feet. Third, once per day you may reroll a single saving throw to resist any effect that would otherwise extinguish your light source, such as having water thrown at you, being targeted by a quench spell, and so on. Finally, you get advantage on skill checks to light fires of all sorts, and for improvising the construction of torches out of materials on hand.
As a bonus action, you can grant an adjacent ally a +1 dodge bonus to AC. Alternately, you can grant your ally favor on attack rolls until the start of your next turn.
Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Animal check result is greater than the opponent's attack roll.
Your mount may use your shield AC as part of your mount's AC.
When charging with a lance, if you successfully hit your opponent, you may make a free Combat Maneuver attempt to dismount your opponent, in addition to normal damage. Your opponent is knocked off his mount, take appropriate fall damage, and is prone in an adjacent square.
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
After you hit with a shield bash, you may also apply a free combat maneuver check to trip or bull rush your opponent.
Whenever an adjacent ally is the target of an attack, you can, as a reaction, grant that adjacent ally a +2 shield bonus to AC.
Your shield functions as a Thrown weapon (20/60), allowing you to apply your Combat Proficiency bonus to any thrown attacks. The thrown shield does the same damage as it would when bashing with it.
When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your AC. When you are using the total defense action, this shield bonus increases to +3.
While using two-weapon fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Deception check to feint an opponent.
If you hit your opponent with both your primary hand and your off-hand, you deal an additional 1d10 points of damage. You can only deal this additional damage once per round.
You now have two extra attacks with your off-hand. Both extra attacks are rolled at -5, as usual.
When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
You must have at least one hand free (holding nothing) to use this technique. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted. Attempting to deflect a ranged weapon counts as a reaction. Unusually massive ranged weapons and ranged attacks generated by spell effects can't be deflected.
When using Deflect Arrows you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this technique.
When you use an unarmed strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this technique before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained, and no more than once per round.
Your unarmed attacks can deal either bludgeoning or piercing damage. You decide which type of damage you deal whenever you attack a foe, but you may only choose one type at a time. If you critically hit a foe with your unarmed strike while doing piercing damage, the additional pain caused by the strike causes the foe to become sickened with level 2 fatigue for 1d4+1 rounds.
While fighting within an area of darkness, you gain advantage against frightened opponents, advantage on Intimidation checks, and a +2 bonus to damage from unarmed strikes.
As a standard action you can make a punishing kick against your opponent. If successful, the attack deals damage normally and you automatically succeed on one, non-grappling combat maneuver against them.
You have trained a very particular type of punch designed to temporarily disable the target's voice box. As a standard action, make an unarmed melee attack at disadvantage. If successful, you silence your target for 1d4 rounds.
Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
As a reaction, you can double your resistance against weapon damage against a single attack, to a maximum of 20. If the attack you are guarding against is not successful, the increased resistance persists until you are hit with an attack or until the start of your next turn, whichever happens first.