recursal/Fanatic-Fandom huggingface dataset:
Eldritch challenge

**Eldritch challenge** is a Magus class feature which helps Sorcerers to fulfill the defender role.

 * You gain training in the Endurance skill.
* You gain a +1 class bonus to your Fortitude defense.
* You gain a class bonus to your maximum hit points equal to your level, or equal to twice your level if you receive another class bonus to maximum hit points.
* You may mark a target within 5 paces of you as an immediate action.
* Targets marked by your Eldritch Challenge suffer a -2 penalty to attacks that do not include you as a target.
* You gain the metamagic, **Eldritch Curse**:

 When you choose an at-will spell, you may choose from the following options.
Elemental sphere/variants

If you do not prepare spells, you must learn a specific version of this spell when you choose it. You may learn one of the following ten spells:

* Petrifying Orb (earth/petrification)
* Force Orb (earth/force)
* Freezing Sphere (water/cold)
* Acid Orb (water/acid)
* Orb of Poison (wood/poison)
* Will o' Wisp (wood/psychic)
* Ball Lightning (wind/lightning)
* Howling Sphere (wind/thunder)
* Sunflare Orb (flame/radiant)
* Flaming Sphere (flame/fire)
Combat superiority/bonuses

* You gain training in the Perception skill.
* You gain a class bonus to your maximum hit points equal to your level, or twice your level if you already had a class bonus to hit points.
* You gain additional Training in the Endurance skill, and ignore any armor check penalty to your Endurance Proficiency.
* You may make opportunity attacks as free reactions. If an enemy struck by your opportunity attack was moving, their movement stops. If they have actions remaining, they may resume moving as normal.
Acrobat

The Acrobat focuses her cunning prowess into daring feats, keeping her opponent off-balance, enraged and distracted, focusing on taking her down rather than striking at her comrades. Wearing little armor and wielding light weapons, the Acrobat relies on her agility and cunning to escape unscathed from any onslaught.

 **Skill Proficiencies** | As a rogue, the Acrobat is proficient in Bluff and Stealth.
Additionally, nimble evasion grants proficiency in Acrobatics,

 **Starting Feats** | * The Acrobat gains the nimble evasion and distracting caper class features, thus gaining the per-encounter tricks nimble dodge and trick shift.
* The Acrobat chooses one talent, gaining that talent's skill training and per-encounter trick
* The Acrobat chooses two at-will tricks that are available to her based on her class features.
* At level 0, the Acrobat may perform one class trick per encounter.
Cleric

The Cleric focuses his divine faith into healing the injured, curing the sick, and guiding the faithful in their moment of need.

 **Skill Proficiencies** | As a priest, the Cleric gains training in Religion and History.
Additionally, divine healing grants training in Heal, and

 **Starting Feats** | * The cleric gains the divine healing and guiding faith class features, thus gaining the class prayer cure light wounds and the Daily invocation divine blessing.
* The cleric chooses one faith class feature, gaining that faith's domains and invocation.
* The cleric chooses two at-will prayers that are available to him based on his class features.
* At level 0, the cleric may perform one invocation per day, and one class prayer per encounter.
Elemental cone/variants

If you do not prepare spells, you must learn a specific version of this spell when you choose it. You may learn one of the following ten spells:

* Petrifying Gaze (earth/petrification)
* Cone of Daggers (earth/force)
* Cone of Ice (water/cold)
* Cone of Acid (water/acid)
* Cone of Poison (wood/poison)
* Cone of Pollen (wood/psychic)
* Cone of Lightning (wind/lightning)
* Cone of Thunder (wind/thunder)
* Cone of Light (flame/radiant)
* Cone of Flame (flame/fire)
Cure moderate wounds

Template:Rank 1 Prayer
Prerequisites:
Divine Healing
Target:
You or one adjacent ally.
Effect:
The target may spend one healing reserve, and regains +2d6 + their Constitution modifier additional hit points. If they are bleeding, they may make a saving throw to shrug it off with a +5 bonus.
Special
You may choose to spend your own healing reserve on behalf of the target, but regain no hit points yourself - if you do, the target regains hit points as if they had spent the reserve.
Evoke spell

* Rank 1 attack spells prepared with this feat gain a +4 feat bonus to damage.
   Level 9:
* Rank 1 attack spells prepared with this feat gain a +6 feat bonus to damage.
* Rank 2 attack spells prepared with this feat gain a +4 feat bonus to damage.
* Rank 3 attack spells prepared with this feat gain a +2 feat bonus to damage.
Conjurer

The Conjurer focuses his arcane knowledge into summoning and commanding the forces of nature at their most basic level. Conjurers can summon up creatures made of arcane energies, or inflict debilitating arcane afflictions upon their enemies.

 **Magic Proficiencies** | As a wizard, the Conjurer can cast arcane spells and metamagics using the Arcana skill, and may dispel appropriate conditions from himself as an automatic reaction at the end of each of his turns.
His magic damage bonus is equal to his Intelligence modifier.
As a wizard, the Conjurer gains a spellbook, within which he stores the formulas for his spells. At level 0, his spellbook contains a number of Rank 1 spells equal to his Arcana proficiency.

 **Skill Proficiencies** | As a wizard, the Conjurer is proficient in Arcana and Perception.
Additionally, arcane conjuring grants proficiency in Bluff,

 **Starting Feats** | * The conjurer gains the arcane conjuring and arcane summoning class features, thus gaining the metamagics intensify spell and imbue mana.
* The conjurer chooses one school of magic, gaining that style's bonuses and Rank 1 spell.
* The conjurer chooses two at-will spells that are available to her based on her class features.
* At level 0, the evoker may cast one Rank 1 spell per day, and one class metamagic per encounter.
Elemental dart/variants

If you do not prepare spells, you must learn a specific version of this spell when you choose it. You may learn one of the following ten spells:

* Petrifying Dart (earth/petrification)
* Rending Dart (earth/force)
* Freezing Dart (water/cold)
* Dissolving Dart (water/acid)
* Choking Dart (wood/poison)
* Enthralling Dart (wood/psychic)
* Shocking Dart (wind/lightning)
* Booming Dart (wind/thunder)
* Shimmering Dart (flame/radiant)
* Flaming Dart (flame/fire)
Elemental spray

Special
* Stone Spray (earth/petrification)
* Rending Daggers (earth/force)
* Freezing Spray (water/cold)
* Acid Spray (water/acid)
* Choking Spray (wood/poison)
* Cloudpetal Spray (wood/psychic)
* Lightning Discharge (wind/lightning)
* Thunderwave (wind/thunder)
* Blinding Flash (flame/radiant)
* Burning Spray (flame/fire)
Crossbow

Crossbows are ranged weapons that use tension to fire a small sharpened bolt into a target at great speed. Crossbows are simpler to learn to use than bows, but typically take more effort to reload and deliver their projectiles with slightly less force and accuracy. Your Crossbow proficiency is always use your Dexterity.
Elemental bolt

Special
* Stoneseed Dart (earth/petrification)
* Whirling Guillotine (earth/force)
* Freezing Spear (water/cold)
* Acid Arrow (water/acid)
* Venom Dart (wood/poison)
* Enthralling Gaze (wood/psychic)
* Shocking Bolt (wind/lightning)
* Shockwave Bolt (wind/thunder)
* Brilliant Lance (flame/radiant)
* Scorching Ray (flame/fire)
Furs

Heavy furs are a modification of hide armor used in colder climates to protect against frostbite and chill. The addition of heavy gloves and bundles of fur-lined cloth grant resistance to cold, at the loss of manual dexterity and vulnerability to heat. If you do not have proficiency in light armor, you grant advantage while wearing furs, and cannot gain advantage.

 Armor Defense

 Check Penalty
 Speed Penalty:
Concealment

When you are concealed, you are hidden from view.

#### Partial Concealment

When you have partial concealment, creatures suffer a -2 penalty to spot you or perform ranged attacks against you, and you gain a +2 bonus to Stealth checks. It is possible to have partial concealment from some creatures and not others - for example, if you are standing next to a translucent rice-paper wall, you have partial concealment against creatures on the other side of the wall, but not against creatures on the same side of the wall as you.

#### Total Concealment

When you have total concealment, creatures suffer a -5 penalty to spot you or perform any attacks against you, and you gain a +5 bonus to Stealth checks. It is possible to be hidden from some creatures and not others - for example, if you are in total darkness, you have total concealment from creatures that rely on normal vision to see, but not against creatures with darkvision.
Cunning class feature

At each odd level, a Rogue may choose a new class feature from the following options:

## Role-based Class Features

You may choose one of the following eight role-based Class Features that you do not already possess. You gain that class feature and its accompanying bonuses, skill, and per-encounter trick.

### Sneak Attack (Striker Feature)

Perception, backstab, +1 Will, critical hit bonus

### First Strike (Striker Feature)

Streetwise, surprising feint, +1 Reflex, gain advantage on first turn

### Nimble Evasion (Defender Feature)

Acrobatics, nimble dodge, +1 Reflex, +1 hit points/level, Acrobatics proficiency bonus to Reflex

### Distracting Caper (Defender Feature)

Athletics, trick shift, +1 Fortitude, +1 hit points/level, Wisdom bonus to opportunity attacks

### Legerdemain (Controller Feature)

Thievery, sticky fingers, +1 Reflex, enemies slide on a miss

### Encouraging Leader (Leader Feature)

Perform, words of encouragement, +1 hit points/level, grant Charisma bonus to Will

### Loremaster (Leader Feature)

History, bardsong, +1 Fortitude, +5 to knowledge checks

## Talents

You may gain a new talent that you do not yet know, and its associated proficiencies and per-encounter trick.

## Cunning Versatility

Choose one of the following options:

* Gain two new Ranked tricks that you meet all criteria for.
* Gain training in one Skill, armor or weapon group, and then gain one new Ranked trick that you meet all criteria for.

## Multi-Classing

If you have not yet chosen a hybrid or multi-class feature, choose your second character class now. Then, choose one class feature from your new character class. You now count as a member of both classes.
Evoker

The Evoker focuses her arcane knowledge into raw displays of magical power, summoning lightning bolts and fireballs to devastate her enemy from afar.

 **Magic Proficiencies** | As a wizard, the Evoker can cast arcane spells and metamagics using the Arcana skill, and may dispel appropriate conditions from himself as an automatic reaction at the end of each of his turns.
Due to channel energies, his magic damage bonus is equal to his Intelligence modifier plus his Dexterity modifier.
As a wizard, the Evoker gains a spellbook, within which he stores the formulas for his spells. At level 0, his spellbook contains a number of Rank 1 spells equal to his Arcana proficiency.

 **Skill Proficiencies** | As a wizard, the Evoker gains training in Arcana and Perception.
Additionally, channel energies grants training in Intimidate,

 **Starting Feats** | * The evoker gains the channel energies and arcane mastery class features, thus gaining the metamagics empower spell and evoke spell.
* The evoker chooses one school of magic, gaining that style's bonuses and metamagic.
* The evoker chooses two at-will spells that are available to her based on her class features.
* At level 0, the evoker may cast one Rank 1 spell per day.
Dirty fighting

The Dirty Fighting Talent is for Rogues who wish to trade some of their Cunning expertise for Martial prowess.

 * You gain training in Endurance or Athletics.
* You may choose one of the following Martial Fighting Styles, and gain that class feature and its associated proficiency and class maneuver; you may perform that fighting style's maneuvers as if they were tricks.

Blunt Weapon Fighting Style
Archery Fighting Style
Thrown Weapon Fighting Style

* When you choose your at-will tricks, you may choose one at-will maneuver from that fighting style.
* When you choose your Ranked tricks, you may choose one Ranked maneuver from that fighting style.
Elemental burst

Special
* Petrifying Burst (earth/petrification)
* Rending Burst (earth/force)
* Freezing Burst (water/cold)
* Dissolving Burst (water/acid)
* Choking Burst (wood/poison)
* Petalburst (wood/psychic)
* Shocking Burst (wind/lightning)
* Detonating Burst (wind/thunder)
* Shimmering Burst (flame/radiant)
* Flaming Burst (flame/fire)
Elemental blast

Special
* Petrifying Blast (earth/petrification)
* Rending Blast (earth/force)
* Freezing Blast (water/cold)
* Dissolving Blast (water/acid)
* Choking Blast (wood/poison)
* Enthralling Plume (wood/psychic)
* Shocking Blast (wind/lightning)
* Booming Blast (wind/thunder)
* Shimmering Flash (flame/radiant)
* Scorching Blast (flame/fire)
Expert aerialist

Prerequisites:
 Requirement
 Effect:
You may end this stance as a standard action to make a charge attack against another creature, and may jump when making this charge attack. You gain a +2 stance bonus to your damage for each pace that you jumped during the charge. If you hit, you may push the target one pace, then shift one pace into the target’s original space.
Faith's protection/bonuses

* You gain training in the Endurance skill.
* You gain a class bonus to your maximum hit points equal to your level, or equal to twice your level if you already had a class bonus to hit points.
* You gain a +1 class bonus to your Fortitude defense.
* You gain a bonus to your Vitality equal to the higher of your Charisma modifier or your Wisdom modifier.
Expertise

Characters who are already Proficient in a skill, armor or weapon group may choose to gain **Expertise** in that skill or weapon group instead, when a feat or class feature would grant them Training. **Expertise** grants an additional +1 Expertise bonus to your check value, in addition to your +2 Training bonus.

* When you make a skill check to perform an extended action using a skill you have **Expertise** in, you may choose to treat your check value for that extended action as if you had rolled a 10, instead of rolling. If there is no risk associated with failure, you may also choose to take ten times the normal amount of time required to perform an extended action to treat your check value for the extended action as if you had rolled a 20, instead of rolling.

* When you make an attack with a skill or weapon group that you have **Expertise** in, add your Expertise bonus to your damage, and you achieve a critical hit if your attack check exceeds the targeted defense by 10 or more.

* When you are wearing armor that you have **Expertise** in, you reduce the armor check penalty for that armor by your Expertise bonus.

* When wearing a shield that you have Expertise in, you gain your Expertise bonus to your cover bonus against opportunity attacks, area attacks and ranged attacks, and reduce the shield check penalty for that shield by your Expertise bonus.

Certain actions, weapons, and armor have the expert only property.

* An action with the 'expert only' property may only be attempted as a stunt if you are trained, and suffers a -5 penalty to your check result. While you attempt the stunt, you grant advantage.

* A weapon with the 'expert only' property may not be effectively wielded by a character who does not have Expertise in any of that weapon's weapon groups. A character may attempt to attack with such a weapon as a standard action, but they may not perform opportunity attacks or gain advantage, and they grant advantage as long as they are wielding the weapon.

* Armor may also have the 'expert only' property. A character wearing armor they do not have Expertise in grants advantage as long as they wear the armor, and may not gain advantage.
Cover

An important part of combat is using the environment to your advantage - terrain can offer you something to duck behind to avoid an attack. Anything solid that can physically deflect or stop an attack is **cover**. When you have cover, you gain a cover bonus to your armor, reflex and fortitude defenses based on the amount of cover available. This bonus can range from +1 for something flimsy or small like a young sapling, to +5 for hiding behind a solid steel door while peeking out occasionally to aim.

Depending on the layout of the battlefield, an object can provide cover against attacks from one direction but not another. For example, if your back is to a chest-high wall, you would receive cover from the wall for all attacks that come from the other side of that wall, but would not receive cover from attacks that originate from the same side of the wall as you.

In addition to terrain, shields also provide cover. A shield provides between a +1 and +5 cover bonus, depending on the size of the shield. Shields provide cover from all directions, because you are assumed to be maneuvering to position the shield between yourself and attacks. If you would receive cover from both a shield and terrain, only the highest cover bonus applies.
Diplomacy

**Diplomacy** is used to influence others with tact, etiquette, and social grace. You may make a Diplomacy check to change people’s opinions, to negotiate a deal in good faith, to inspire goodwill, or to haggle with a patron, or to comport yourself with etiquette and tact.

Your Diplomacy Proficiency is based on your Charisma.

### Diplomacy Actions

 Success

 Special

### Diplomacy Training Feats

If you have Expertise in Diplomacy, you may gain one of the following at-will feats each time you gain further training in Diplomacy.
Elementalism/description

Elemental Magic manipulates the raw forces and materials of the physical world. All Elemental spells have one of five elemental aspects: earth, water, wood, wind, or flame; and have one of two polarity aspects: yin and yang. An elemental attack spell's damage types and effects are always based on its element and polarity, while elemental utility spells take advantage of the secondary properties of the elements. Some arcane healing magics are elemental in nature, usually utilizing properties of the element of wood.

Many elemental attack spells listed here list their damage type as 'Elemental'. When you prepare such a spell, you may choose one of ten options, based on your available material components. Each type of elemental damage also has a specific arcane affliction tied to it. An Elemental spell becomes Petrifying (earth/petrification), Rending (earth/force), Freezing (water/cold), Dissolving (water/acid), Choking (wood/poison), Enthralling (wood/psychic), Booming (wind/thunder), Shocking (wind/lightning), Flaming (flame/fire), or Shimmering (flame/radiant), depending on the type chosen. When you cast the spell, it causes damage and elemental afflictions (if any) of the chosen type.
Eldritch power

**Eldritch power** is a Prodigy class feature which helps Sorcerers to fulfill the striker role.

 * You gain training in the Endurance skill.
* You gain a +1 class bonus to your Fortitude defense.
* You gain a class bonus to your maximum hit points equal to your level.
* Your magic damage bonus is equal to your Charisma modifier plus your Dexterity modifier.
* You gain the metamagic, **Spellblood Strike**:

* Level 1: +1d12 damage.
* Level 5: +2d12 damage.
* Level 9: +3d12 damage.
 When you choose an at-will spell, you may choose from the following options.
Craft

**Craft** is used to construct or appraise items, weapons, armor, and architecture.

Your Craft Proficiency is based on your Intelligence.

### Craft Actions

 Success

 Success
 Failure

 Success
 Failure

 Success
 Failure

 Success
 Failure

### Craft Training Feats

If you have Expertise in Craft, you may gain one of the following at-will feats each time you gain further training in Craft.
Fighter

The martial hero relies on the strength of his arm and the sharpness of his blade to survive. He is the warrior, the guard, the scout, the marshal: the ultimate fighting man.

 **Starting Feats** | * The fighter chooses two role-based class features, gaining the skill training and class maneuvers of those class features.
* The fighter chooses one fighting style class feature, gaining that style's weapon group expertise and class maneuver.
* The fighter chooses two at-will maneuvers that are available to him based on his class features.
* At level 0, the fighter may perform one class maneuver per encounter.

## The Essential Fighter

This chapter presents many different options for creating a Martial Hero, also known as a Fighter. Many of these options can seem daunting, so the following builds have been distilled down into the essential necessities.

Each of these builds has been constructed using the Essential Array ability scores, choosing abilities and adding the +2 racial ability bonuses so that the final ability scores become 18/16/14/12/11 regardless of the character’s race. This ensures that the character begins play with their abilities optimized for that class’s rigors, and won’t find themselves particularly hampered compared to another player.

## The Complete Fighter

If you feel like delving into the nuts and bolts of character design, you can skip past the Essential builds and construct a Complete Fighter, which takes significantly more work but will result in a vision that is uniquely your own. There are four possible Complete Fighter starting points:

### Warrior (Martial Striker)

The Warrior focuses her martial prowess into raw, brutal combat, striving to be the best weapons-master the world has seen. Any opponent, any weapon, in any situation; none can match the Warrior for raw prowess with a blade or bow.

### Guard (Martial Defender)

The Guard focuses his martial prowess into defending others, standing fast against enemies that would slay a lesser man in a single blow. Frequently wearing heavy armor and a shield, the Guard's duty is to protect his charges.

### Scout (Martial Controller)

The Scout focuses his martial prowess into an unparalleled tactical acumen, knowing where to direct traps and ranged volleys where they will be the most disruptive to the enemy's plans. Most often wielding bows or other long-ranged weapons, the Scout is also trained to infiltrate the enemy's lines, gathering information and reporting back without being seen.

### Marshal (Martial Leader)

The Marshal focuses her martial prowess into teamwork and leadership, guiding and protecting her allies with keen insight and encouragement. The Marshal does not neglect her own combat abilities, however - she is equally at home on foot or in the saddle, wielding bow or blade, wearing leather or maille.

### **Fighter** (Martial Generalist)

You can easily choose to create a generalist Fighter as a starting character, simply by picking Role-based Class Features from two different Roles. This will dilute your ability to fulfill each Role, but allows much more flexibility during character creation.
Consecrated relic

Crafting a consecrated relic is an Divine ritual that uses the Religion skill. A consecrated weapon has an effective level; a character may only craft an imbued weapon whose level is less than or equal to his own.

### Consecrated Weapons

To create a consecrated weapon, the crafter must first have a Masterwork weapon explicitly made to accept the divine consecration. The crafter must painstakingly inlay the prayers, runes and other holy designs with a fine powder of ritually prepared Orichalcum alloy and diamond dust. The total level of the weapon will equal the level of the Masterwork weapon plus the combined levels of all consecrations added.

A Consecrated Weapon may have any of the following enhancements, all of which require exotic materials:

#### Guided +1/+2/+3

Oracular blessings along the weapon's length increase enhancement bonus to attack rolls by +1 against creatures opposed to the crafter's faith.

* Level: +3, may be taken up to once per Accurate bonus.

#### Holy Avenger

(+3 Accurate Weapon only) - By consecrating a weapon to a specific god, the servants of that god may wield it to smite their god's enemies. When wielded by anyone but a worshipper, the Holy Avenger operates as a simple Masterwork weapon, with whatever mundane bonuses have been imbued into it. However, when wielded by a devout follower of the blade's faith, the weapon gains an additional +3 bonus to attack rolls and deals +1dW additional radiant damage on a hit. Once per day, a devout wielder can cast Smite Foe against an avowed enemy of the blade's faith, dealing an additional +2d6+ target's level radiant damage and ignoring radiant resistance. For every two levels higher that the target is than the wielder, the attack deals an additional +1d6 radiant damage.

* Level: +9.
Easy

**Easy** tasks have a difficulty of 10. These are actions that an average, untrained person is expected to have an even chance of accomplishing successfully. Examples: walking eight hours along a paved road without rest, assembling a puzzle, applying bandages to a wound, remembering the name of the capital city of a neighboring province.
Endurance

Endurance is used when braving pain, weather, extremes of temperature or environment, performing feats of endurance, staving off hunger or thirst, or holding your breath.

Your Endurance Proficiency is based on your Constitution. The Endurance skill incurs an armor check penalty if you are wearing armor or a shield.

### Endurance Actions

 Failure

 Success
 Failure

 Success
 Failure

### Endurance Training Feats

If you have Expertise in Endurance, you may gain one of the following at-will feats each time you gain further training in Endurance.
Divine sanction/bonuses

* You gain training in the Diplomacy skill.
* You gain a class bonus to your maximum hit points equal to your level, or equal to twice your level if you already had a class bonus to hit points.
* You gain a +1 class bonus to your Will defense.
* When you hit an unmarked creature with a melee attack, you mark that enemy until you mark another creature.
* Any creature that is marked by your Divine Sanction suffers a -2 penalty to all attacks which include any creature other than you as a target.
* Whenever an enemy marked by your Divine Sanction makes an attack that does not include you as a target, you deal [ magic damage bonus ] damage to it as a free reaction. The damage type is determined by your Faith.
Flesh to stone

* If already taking ongoing petrifying damage, the target must immediately make a saving throw against that damage before applying this effect.
* If the target critically fails a saving throw to shrug off or dispel this condition, or fails a saving throw while bloodied, they are slowed until they shrug off the condition. If already slowed, they become immobilized. If already immobilized, they become turned to stone.
Divine challenge

The creature that is marked by your Divine Challenge suffers a -2 penalty to all attacks which include any creature other than you as a target. Whenever it makes an attack that includes any creature other than you as a target, you deal 1d6 + [ magic damage bonus ] damage to it as a free reaction for each creature other than you that the attack targeted. The damage type is determined by your Faith, and ignores resistance.
Likewise, whenever you make an attack that includes any creature other than your Divine Challenge's mark as a target, or whenever you end your turn further from your mark than when you started your turn, you take 1d6 + your [ magic damage bonus ] damage, and the effects of this power end. The damage type is determined by your Faith, and ignores resistance.
Elemental cloud/variants

If you do not prepare spells, you must learn a specific version of this spell when you choose it. You may learn one of the following ten spells:

* Petrifying Cloud (earth/petrification)
* Cloud of Daggers (earth/force)
* Freezing Cloud (water/cold)
* Dissolving Cloud (water/acid)
* Choking Cloud (wood/poison)
* Cloud of Pollen (wood/psychic)
* Shocking Cloud (wind/lightning)
* Whirlwind Cloud (wind/thunder)
* Pyrotechnics (flame/radiant)
* Font of Flame (flame/fire)
Distracting caper/bonuses

* You gain training in the Athletics skill.
* You gain a +1 class bonus to your Reflex defense, or a +2 bonus to your Reflex defense if you already received a class bonus to Reflex.
* You gain a class bonus to maximum hit points equal to your level, or twice your level if you already received a class bonus to hit points.
* You gain a +1 class bonus to your vitality.
* Whenever you are adjacent to an unmarked enemy, you may mark that enemy until the end of your next turn as a free interrupt.
* Enemies which are marked by your distracting caper suffer a penalty to all attack rolls for attacks that do not include you; this penalty is equal to your Charisma modifier.
Dirty fighting/bonuses

* You gain training in Endurance or Athletics.
* You may choose one of the following Martial Fighting Styles, and gain that class feature and its associated proficiency and class maneuver; you may perform that fighting style's maneuvers as if they were tricks.

Light Blade Fighting Style
Blunt Weapon Fighting Style
Archery Fighting Style
Thrown Weapon Fighting Style
Environmental damage

## Falling Damage

When you fall, you take 1d6 falling damage per 5 feet fallen. You may attempt to break the fall to reduce this damage.

## Drowning and Suffocation

If you cannot breathe, you must make an Endurance check (no DC) to determine the number of seconds that you can hold your breath (divide this by 5 to determine the number of turns during an Encounter). Once this time runs out, you begin to take 1d6 suffocation damage per turn.

## Fatigue

Certain effects, such as heat stroke and exhaustion, will deal 1d4 fatigue damage to you over a regular interval.
Flail

Flails are flexible melee weapons, typically consisting of a weighted tip connected to a handle by a rope or chain. Your flail proficiency is based on the higher of your Strength or Dexterity.

On a critical hit, the target is knocked prone.

On a critical hit, the target is knocked prone.

On a critical hit, the target is knocked prone.

On a critical hit, the target is knocked prone.
Hunter's quarry

* Once per round as a free action, you may mark an unmarked target that you may see as your Quarry. Until the end of the encounter or until you mark a new Quarry, you gain +5 to all Perception rolls vs. your Quarry, and halve all your Quarry's cover or concealment bonuses. If you can see your Quarry, you automatically know its current hit points and conditions.
* You gain the disrupting strike per-encounter feat:

 Effect:
The target becomes stunned until the end of your next turn instead if you achieve a critical hit.
Covenant of wrath

**Covenant of wrath** is a Theurge class feature which helps Priests to fulfill the controller role.

 * You gain training in the Intimidation skill.
* When you use a per-encounter or daily attack prayer or invocation that deals damage, you gain a bonus to damage against each target equal to the number of targets.
* You gain the prayer **Wrath of the Gods**:

 When you choose an at-will prayer, you may choose from the following options.
Monsters

Monsters are one of the more common challenges that player characters will face.

### Goblin War Party (500 XP)

Moderately challenging for 5 level 0 adventurers.

One goblin berserker (200 XP), one goblin witch (100 XP), one goblin shaman (100 XP), four goblin tribesmen (25 XP each).

### Hydra Hatchling (500 XP)

Moderately challenging for 5 level 0 adventurers.

One young hydra (400 XP), four hydra heads (25 XP each).
Healing reserve

This material is Open Content. It is modified from [The Hypertext d20 SRDTM]. The original rules that inspired this section may be found [here].

Each point of vitality provides you with one Healing Reserve, which is an expendable resource that represents your ability to push through pain and reinvigorate yourself to keep fighting. Various actions allow you to spend a healing reserve; when you do, you regain hit points equal to your heal value, which is equal to half your bloodied value, rounded up. When you take Vitality damage, you also automatically lose any reserves in excess of your new Vitality, which you cannot recover until the Vitality damage heals. If you have already spent more reserves than your current vitality, you do not lose a reserve when you lose vitality - the reserve that you would lose was already spent.

Whenever you take a short rest, you may choose to spend any number of healing reserves, regaining hit points equal to your heal value for each reserve that you spend. If you have per-encounter feats that allow you to regain additional hit points when you spend a reserve, you may use each of those feats once during the Short Rest.

Whenever you take an extended rest, you regain a number of hit points equal to your heal value times your remaining reserves, then regain 1 point of lost Vitality if you have taken any Vitality damage. You then regain all reserves up to your current Vitality.
Oath of emnity

Whenever you attack the creature marked by your Oath of Emnity, you gain a feat bonus to your attack roll equal to your Wisdom modifier, and the attack is a critical hit on a roll of 19-20. Each time you miss the target, the attack bonus increases by +1, to a maximum bonus equal to your Wisdom modifier plus your Charisma modifier.
Half-orc

**Adjustments**:
* Speed 6; Speed 8 while charging.
* If the monster is a non-minion, choose one:
	+ If the monster has a per-encounter barbarian or weapon attack feat that deals damage, increase that feat's damage by +1dW or +1d8.
	+ If the monster has a per-encounter feat that triggers on being bloodied, increase that power's healing by its Constitution modifier, and add to its effect block: "The half-orc gains +1 to all attack rolls and damage until the end of the encounter."
Goblin

**Adjustments**:
* +1 armor, +2 reflex, -1 fortitude
* Speed 5.
* Add the following to its at-will actions: If the monster is missed by an attack, it may shift one pace as an immediate reaction.
* If the monster is a non-minion, choose one:
	+ If the monster has a per-encounter barbarian attack feat that deals damage, increase that feat's damage by +1dW or +1d8.
	+ Add quick dodge to its per-encounter feats.
Infuse spell

* Sustainable Rank 1 spells prepared with this feat which target a single ally may be sustained by that ally as a free action.
   Level 9:
* Sustainable Rank 1 spells prepared with this feat which target a single ally automatically last until the end of the encounter, but may be dispeled automatically by that ally as a free action.
* Sustainable Rank 2 spells prepared with this feat which target a single ally may be sustained by that ally as a free action.
* Sustainable Rank 3 spells prepared with this feat which target a single ally may be sustained by that ally as an immediate action.
Conjure spell

* Rank 1 attack spells prepared with this feat that create a zone may be sustained as a free action so long as you continue to hold the spell's materia.
   Level 9:
* Rank 1 attack spells prepared with this feat that create a zone last until the end of the encounter, and the zone may be dismissed as a free action.
* Rank 2 attack spells prepared with this feat that create a zone may be sustained as a free action so long as you continue to hold the spell's materia.
* Rank 3 attack spells prepared with this feat that create a zone may be sustained as an immediate action so long as you continue to hold the spell's materia.
Druid

the Druid focuses his primal connection into a direct communion with the spirits of nature, acting as a medium between the spirit world and the material. The Druid can call on the power of the Spirit World directly, to heal his allies, bolster their abilities, and hinder his enemies' attempt to harm them.

 **Weapon Proficiencies** | As a barbarian, the Druid is proficient with unarmed, grappling, axes, bludgeons, blades, swords, spears, thrown weapons, and bows.

 **Skill Proficiencies** | As a barbarian, the Druid is proficient in Nature and Heal.
Additionally, primal medicine grants proficiency in Insight,

 **Starting Feats** | * The Druid gains the primal medicine and spirit speaker class features, thus gaining the Rank 1 trances healer's chant and spirit bond.
* The Druid chooses one totem class feature, gaining that style's aspects and Rank 1 trance.
* The Druid chooses two at-will trances that are available to him based on his class features.
* At level 0, the Druid may enter one daily trance per day, and one class trance per encounter.
Light armor

All **light armor** offers protection based on your Dexterity ability base . Light armor does not offer resistance to any damage type, but also does not slow you down, and has a much lower armor check penalty than heavy armor.

Leather armor offers some protection against weapon attacks, but requires proficiency to gain any real defensive advantage from wearing it.

 Armor Defense

 Check Penalty
 Encumberance:

Hide armor offers slightly better protection than leather, but is somewhat heavy, imparting a slight penalty to certain skill checks. If you do not have proficiency in **light armor**, you grant advantage while wearing Hide, and cannot gain advantage.

 Armor Defense

 Check Penalty
 Speed Penalty:

Heavy furs are a modification of hide armor used in colder climates to protect against frostbite and chill. The addition of heavy gloves and bundles of fur-lined cloth grant resistance to cold, at the loss of manual dexterity and vulnerability to heat. If you do not have proficiency in **light armor**, you grant advantage while wearing furs, and cannot gain advantage.

 Armor Defense

 Check Penalty
 Speed Penalty:
Nigh Impossible

**Nigh Impossible** tasks have a difficulty of 30 or higher. These tasks seem utterly impossible to perform, but the truly gifted might pull them off once in a lifetime. Examples: assembling a thinking, feeling clockwork man, reviving the dead, remembering the name of every city the world and a specific historical fact about each of them.
Insight

**Insight** is used to read moods, sense motives, and gauge the truthfulness of statements. Your Insight check also determines your Sense defense value; your Sense is equal to 10 + your Insight proficiency.

Your Insight Proficiency is based on your Wisdom.

### Insight Actions

 Failure

 Special

 Special

### Insight Training Feats

If you have Expertise in Insight, you may gain one of the following at-will feats each time you gain further training in Insight.
Elemental Bloodline

As a member of the Elemental sorcerer bloodline, the power that courses through your veins manifests as spells and effects from the Elementalism school. You feel a particular affinity towards one particular element - this affinity colors all your spells. Choose one of the following five options:

* **Earth** - When a spell that you cast deals arcane damage of your spell source's type, you may choose for it to deal force or petrifying damage and arcane afflictions. You gain resistance to force and petrifying damage, and vulnerability to poison and psychic damage.

* **Water** - When a spell that you cast deals arcane damage of your spell source's type, you may choose for it to deal acid or cold damage and arcane afflictions. You gain resistance to acid and cold damage, and vulnerability to lightning and thunder damage.

* **Wood** - When a spell that you cast deals arcane damage of your spell source's type, you may choose for it to deal poison or psychic damage and arcane afflictions. You gain resistance to poison and psychic damage, and vulnerability to radiant and fire damage.

* **Wind** - When a spell that you cast deals arcane damage of your spell source's type, you may choose for it to deal lightning or thunder damage and arcane afflictions. You gain resistance to lightning and thunder damage, and vulnerability to petrifying and force damage.

* **Flame** - When a spell that you cast deals arcane damage of your spell source's type, you may choose for it to deal radiant or fire damage and arcane afflictions. You gain resistance to radiant and fire damage, and vulnerability to acid and cold damage.

This choice is permanent, as it represents an intrinsic part of your bloodline.

Elemental Magic manipulates the raw forces and materials of the physical world. All Elemental spells have one of five elemental aspects: earth, water, wood, wind, or flame; and have one of two polarity aspects: yin and yang. An elemental attack spell's damage types and effects are always based on its element and polarity, while elemental utility spells take advantage of the secondary properties of the elements. Some arcane healing magics are elemental in nature, usually utilizing properties of the element of wood.

Many elemental attack spells listed here list their damage type as 'Elemental'. When you prepare such a spell, you may choose one of ten options, based on your available material components. Each type of elemental damage also has a specific arcane affliction tied to it. An Elemental spell becomes Petrifying (earth/petrification), Rending (earth/force), Freezing (water/cold), Dissolving (water/acid), Choking (wood/poison), Enthralling (wood/psychic), Booming (wind/thunder), Shocking (wind/lightning), Flaming (flame/fire), or Shimmering (flame/radiant), depending on the type chosen. When you cast the spell, it causes damage and elemental afflictions (if any) of the chosen type.
Legendary

**Legendary** tasks have a difficulty of 25. These are tasks that a normal person might accomplish once in a lifetime, and which are noteworthy even for heroes. Examples: assembling a working clockwork model of the solar system, performing open-heart surgery without the aid of magic or modern medicine, remembering the name of every city in your country with a population of 50 or more.
Open 4E SRD Wiki:Community Portal

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Magus

The Magus focuses her eldritch power into challenging her foes on the battlefield, overcoming them through guile and magic.

 **Skill Proficiencies** | As a sorcerer, the Magus is proficient in Arcana and Intimidate.
Additionally, spellsword mastery grants proficiency in Athletics,

 **Starting Feats** | * The magus gains the spellsword mastery and eldritch challenge class features, thus gaining the metamagics channel bladespell and eldritch curse.
* The magus chooses one spell source, gaining that spell source's bonuses and metamagic.
* The magus chooses two at-will spells that are available to her based on her class features.
* At level 0, the magus may cast one Rank 1 spell or metamagic per day.

 * You gain training in the Athletics skill.
* You gain a +1 class bonus to your Reflex defense.
* You gain a class bonus to your maximum hit points equal to your level, or equal to twice your level if you receive another class bonus to maximum hit points.
* You gain a class bonus to opportunity attack rolls equal to your Dexterity modifier.
* You gain the metamagic, **Channel Bladespell**:

 When you choose an at-will spell, you may choose from the following options.

 * You gain training in the Endurance skill.
* You gain a +1 class bonus to your Fortitude defense.
* You gain a class bonus to your maximum hit points equal to your level, or equal to twice your level if you receive another class bonus to maximum hit points.
* You may mark a target within 5 paces of you as an immediate action.
* Targets marked by your Eldritch Challenge suffer a -2 penalty to attacks that do not include you as a target.
* You gain the metamagic, **Eldritch Curse**:

 When you choose an at-will spell, you may choose from the following options.
Elementalism

Elemental Magic manipulates the raw forces and materials of the physical world. All Elemental spells have one of five elemental aspects: earth, water, wood, wind, or flame; and have one of two polarity aspects: yin and yang. An elemental attack spell's damage types and effects are always based on its element and polarity, while elemental utility spells take advantage of the secondary properties of the elements. Some arcane healing magics are elemental in nature, usually utilizing properties of the element of wood.

Many elemental attack spells listed here list their damage type as 'Elemental'. When you prepare such a spell, you may choose one of ten options, based on your available material components. Each type of elemental damage also has a specific arcane affliction tied to it. An Elemental spell becomes Petrifying (earth/petrification), Rending (earth/force), Freezing (water/cold), Dissolving (water/acid), Choking (wood/poison), Enthralling (wood/psychic), Booming (wind/thunder), Shocking (wind/lightning), Flaming (flame/fire), or Shimmering (flame/radiant), depending on the type chosen. When you cast the spell, it causes damage and elemental afflictions (if any) of the chosen type.
Nature

**Nature** is used to gather food and resources in the wilderness, identify and track animals, navigate the wilds and avoid natural hazards. Barbarians use the Nature skill in conjunction with their access to a primal power source to perform their magics.

Your Nature Proficiency is based on your Wisdom.

### Nature Training Feats

If you have Expertise in Nature, you may gain one of the following at-will feats each time you gain further training in Nature.
Inspiring presence/bonuses

* You gain training in the Diplomacy skill.
* You gain a +1 class bonus to your Fortitude defense.
* You gain a class bonus to maximum hit points equal to your level.
* When you or an ally that can see or hear you enters the full defense stance, they gain a stance bonus to all defenses and saving throws equal to your Charisma modifier.