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Barbarian

Intimidating Presence: Barbarian, Path of the Berserker
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. If you have the access to multiple attacks on your turn, you utilize your first attack to extend the duration of Intimidating Presence. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.


Totem Spirit: Barbarian, Path of the Totem Warrior level 3

Oryx. You have advantage against being knocked prone, knocked back or being shoved. Additionally, the distance you are knocked back or shoved is reduced by half.
Ram. Heavy armor does not negate your benefits from Raging or Fast Movement.
Tiger. While raging, you double your long jump distance and you double your high jump distance.

Totem Spirit: Barbarian, Path of the Totem Warrior level 6

Oryx. While raging, if you move at least 10 feet in a straight line towards your target, your first attack roll against them has a +5 bonus to hit. If you hit them with this attack, you double your Rage Damage as shown in the Rage Damage column of the Barbarian table.
Ram. When you succeed a Constitution saving throw against an effect that would deal damage to you, you take no damage, and only half if you fail.
Tiger. Creatures that are one size than you do not automatically succeed on checks to escape your grapple. Additionally, creatures cannot use Acrobatics to attempt to break your grapples.

Totem Spirit: Barbarian, Path of the Totem Warrior level 14

Oryx. When you hit a creature with a weapon attack, you attempt to disarm the target, forcing it to drop one item of your choice that it is holding. The target must succeed a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus). On a failed save, it drops the object you choose. The object lands at its feet.
Ram. While raging, you are able to move through the space of Larger or smaller creatures. They must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone.
Tiger. The number of attacks increases to three when you take the Attack Action.


Druid

Goodberry:
1st-level transmutation
Class: Cleric (Nature Domain), Druid, Ranger, Sorcerer (Divine Bloodline Nature), Wizard (Transmutation)
Requires: n/a
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
Effect: Up to ten berries appear in your hand and are infused with powerful magic for the duration. A creature can use its action to eat up to 10 berries. Eating a berry restores 1 hit points, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd or higher, each berry restores 1 additional hit point. When you cast this spell using 5th level or higher, Goodberry becomes the Greatberry spell.

Greatberry:NOT IMPLEMENTED
5th-level transmutation
Class: Cleric (Nature Domain), Druid, Ranger, Sorcerer (Divine Bloodline Nature), Wizard (Transmutation)
Requires: n/a
Casting Time: 1 action
Range: Touch
Components: V, S, M (a grapevine plucked of its grapes or a sprig of mistletoe)
Duration: Instantaneous
Effect: Up to ten berries appear in your hand and are infused with powerful magic for the duration. A creature can use its action to eat up to 10 berries. Eating a berry restores 5 hit points, and the berry provides enough nourishment to sustain a creature for one day. Alternatively, you can consume 5 berries to cure one disease, neutralize one poison effect, remove a form of madness, or end one effect reducing a target’s ability score. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.


Fighter

Commanding Shoutrequires Maneuvers NOT IMPLEMENTED
When you use your Second Wind feature, you can expend a superiority die to increase the amount of hit points restored. Additionally, all friendly creatures within 30 feet of you that can hear you also heal for the same amount.

Danger Zonerequires Maneuvers NOT IMPLEMENTED
You make an opportunity attack when they enter your reach. You can expend a superiority die adding it to your damage roll. You are still able to make opportunity attacks regularly after using this maneuver.

Deathrattlerequires Maneuvers NOT IMPLEMENTED
When you reduce a creature to 0 hit points with a weapon attack, you can expend one superiority die to make one weapon attack as a reaction. You can move up to half your speed immediately as part of the same reaction; adding the superiority die to the attack roll.

Devastating Smashrequires Maneuvers NOT IMPLEMENTED
When you hit a creature with a melee weapon attack, you can expend one superiority die to punish creatures surrounding you. You add the superiority die to the attack’s damage roll, and all creatures within 5 feet of you must make a Constitution saving throw. On a failed save, they take the same damage as your original target as force damage.

Keen Blowrequires Maneuvers NOT IMPLEMENTED
When you attack a creature with a weapon attack, you can expend one superiority die show your combat prowess. You add the superiority die to your attack roll to increase your chance to hit. If you miss your attack, you still hit but only deal half damage.

Overwhelming Attackrequires Maneuvers NOT IMPLEMENTED
When you take the Attack action on your turn, you can expend one superiority die to overwhelm your target. You make your first attack at disadvantage but add the superiority die to the attack roll. On a successful hit you add an additional weapon die and your proficiency bonus as damage.

Thread the Treesrequires Maneuvers NOT IMPLEMENTED
When initiative is being rolled, you can expend one superiority die to better prepare yourself or another creature within 60 feet of you that can see or hear you for conflict. You add the superiority die to the initiative roll. You can do this after you have rolled initiative, but before the first round has begun; excluding surprise rounds and special initiative rounds like the Hunter feature Ambuscade.

Weapon Bond: Fighter, Eldritch Knight
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you cannot be disarmed unless you are incapacitated. You are able to use your Intelligence modifier in place of your Strength modifier when making attacks with this weapon. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport to your hand. You are able to preform the somatic components of your spells with your bond weapon.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
By the time you reach 10th level, you can bind one wand of your choice in the same way you have forged bonds with your weapons. This bond does not count as one of your two weapons. However, if you attempt to bond with a second wand, you must break the bond with the other wand. If you roll to recharge the wand, you always regain the maximum number of charges possible.


Monk

Bend the ElementsNOT IMPLEMENTED
Class: Monk
Requires: Way of the Four Elements, level 11
Casting Time: 1 bonus action
Range: Self
Components: n/a
Duration: Instantaneous
Effect: You can spend 3 ki points to change your martial arts, acid, cold, fire, lightning or thunder damage dealt by you into acid, cold, fire, lightning or thunder damage.

Elemental Attunement: Monk, Elemental Traditions
Expanded list to line up with Elemental Evils release. Player can utilize control flames, gust, mold earth, and shape water.

Elemental Ward: Monk, Elemental Traditions, level 6
As a reaction to taking acid, cold, fire, lightning or thunder damage you can spend 1 ki point to cast Absorb Elements on yourself. (EE p. 15)

Investiture of Elements: Monk, Elemental Traditions
(17th level Required.) You can spend 6 ki points to cast Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind. (EE p. 19-20)

Unleashed Ki:NOT IMPLEMENTED
Class: Monk
Requires: n/a
Casting Time: 1 reaction, when a creature enters your reach.
Range: Self
Components: n/a
Duration: Instantaneous
Effect: You can spend 2 ki point to make an opportunity attack against a creature when they enter your reach.


Sorcerer

Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1 or 20, roll on one of two Wild Magic Surge (WMS) tables to create a random magical effect. Rolls of 1 use the WMS table in the PHB, while rolls of 20 use a custom table. WMS Table


Rogue

Amplify MagicNOT IMPLEMENTED
Class: Rogue
Requires: Arcane Trickster, level 11
Effect: As a bonus action, when you deal damage to a creature you can cause the next spell or spell-like ability to be cast as if it was cast at 1 spell slot higher. You can’t do so again until you finish a short rest or long rest.

Consume MagicNOT IMPLEMENTED
Class: Rogue
Requires: Arcane Trickster, level 9
Effect: As a reaction, which you take when you see a creature within 60 feet of you casting a spell, you can attempt to interrupt the casting of the spell. You cast the spell counterspell at the 3rd level. However, when you make the ability check, you add your proficiency bonus as well. You cannot use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting a 17th level.

Effect: As a bonus action, you forfeit the ability to sneak attack until the end of your next turn. However, during this time you are able to use your reaction to cast the spell Counterspell (Player’s Handbook p. 228). The level of your Counterspell is equal to 2 + the highest spell slot you are able to cast. If you successfully use Counterspell to cancel a spell, and you are holding an arcane focus, you steal the spell. The arcane focus stores the spell until you cast it or 1 minute passes; after which it dissipates. Casting a stolen spell does not require spell slots or components and uses its original casting modifiers and level. You can use this feature a number of times equal to your Intelligence modifier before needing a long rest.

Essence Breakrequires Cunning Action NOT IMPLEMENTED
Class: Rogue
Requires: Arcane Trickster, level 13
Effect: As a bonus action, when you deal sneak attack damage to a creature, you can attempt to purge it of any magical effects upon it. You make an ability check using your spellcasting ability + your proficiency bonus. The DC equals 10 + the spells level. On a successful check, the magical effect ends of equal or lower strength end. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) before requiring a long rest.


Warlock

Bask in Twilight:NOT IMPLEMENTED
Prerequisite: 12th level, Pact of Twilight
Class: Warlock
You double your proficiency bonus to Dexterity (Stealth) checks and you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.

Blood SurgeNOT IMPLEMENTED
Prerequisite: 3rd level
Class: Warlock
Effect: As a bonus action you can spend your warlock level divided by 3, rounded down, hit dice to regain hit points. You cannot do so again until you finish a long rest.

Nether StepNOT IMPLEMENTED
Prerequisite: 7th level
Class: Warlock
Effect: You are able to use your proficiency bonus in place of your Dexterity modifier when rolling initiative.

Otherworldly FigureNOT IMPLEMENTED
Prerequisite: 7th level, Pact of Twilight
Class: Warlock
Effect: You are able to take the Hide action as a bonus action.

Patron’s BoonNOT IMPLEMENTED
Prerequisite: 15th level
Class: Warlock
Effect: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Additionally, you can spend up to half your hit dice to regain hit points. You can’t do so again until you finish a long rest.

Purgatory:NOT IMPLEMENTED
Prerequisite: 7th level
Class: Warlock
Effect: When you reduce a creature to 0 hit points, you can use your bonus action to instead leave the creature at 1 hit point. The creature is frightened of you for a number of minutes equal to your warlock level divided by 3 (round down). It must also make a Charisma saving throw with a DC equal to your spellcasting DC, and does so at disadvantage if it has no allies within 30 feet of it. If the creature fails this saving throw, it answers truthfully any questions you ask it while it is frightened by this effect.

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