xanathars guide to everything

(Jeff_L) #1
Whe n an ally you can see within 30 feet of you rolls a
1 on the d20 for an attack roll, an ability check, or a sav-
ing throw, you can use your reaction to le t the ally reroll
the die. The a lly must use the new roll.
When you use this a bility, you can't use your Lucky
racial trait before the end of your next turn.

DRAGON FEAR
Prerequisite: Dragonborn
When angered, you can radiate menace. You gain the
following be nefits:


  • Inc rease your Strength, Constitution, or C harisma
    score by l , to a maximum o f 20.

  • Instead of exhaling destructive energy, you can ex-
    pend a use of your Breath Weapon tra it to roar, forcing
    each creature of your choice within 30 feet of you to
    m a ke a Wisdom saving throw (DC 8 +your proficiency
    bonus + your Charism a modifier). A target automati-
    cally s ucceeds on the save if it can't hear or see you.
    On a failed save, a target becomes frighte ne d of you
    for 1 minute. If the frighte ned target ta kes a ny dam-
    age, it can re peat the saving throw, ending the effect
    on itself on a success.


DRAGON HIDE
Prerequisite: Dragonborn
You manifest scales and claws reminiscent o f you r dra-
conic ancestors. You gain the following benefits:


  • Increase your Strength, Constitution, or Charisma
    score by 1, to a maximum of 20.

  • Your scales harde n. While you are n't wearing armor,
    you can calc ulate your AC as 13 +your Dexterity mod-
    iJier. You can use a shie ld and still gain this be ne fit.

  • You grow retracta ble claws from the tips of your fin-
    gers. Extending o r retracting the claws requires no
    actfon. The claws a re natural weapons, which you can
    use to m a ke unarme d strikes. If you hit with them, you
    deal s lashing d amage equal to ld 4 +your Strength
    modifie r, ins tead of the normal bludgeoning da mage
    for an unarme d strike.


DROW HIGH MAGIC


Prerequisite: Elf (drow)
You learn more of the magic typical of dark elves. You
learn the detect magic s p ell and can cast it at will, w ith-
out exp ending a sp ell s lot. You also learn levitate and
dispel magic, each of which you can cast once without
expending a spell s l.ot. You regain the a bi lity to cast
those two spells in this way when you finish a long rest.
Charisma is your s pe llcasting ability for a ll three s p ells.

DWARVEN FORTITUDE


Prerequis ite: Dwarf


You h ave the blood of dwarf heroes flowing through
your veins. You gain the following benefits:


  • Increase your Constitution score by 1, to a max-
    imum of20.

    • Whenever you ta ke the Dodge action in combat, you
      can spend one Hit Die to heal yourself. Roll the di e,
      add your Constitution modifie r, and regain a numbe r
      of hit points equal to the tota l (minimum of 1 ).




ELVEN ACCURACY
Prerequisite: Elf or h alf- el f
The accuracy of e lves is legendary, especially that of e lf
a rc he rs and s pellcasters. You have uncanny aim with at-
tack s that rely on precis ion rathe r than brute force. You
gain the following be nefits:


  • Increase your Dexte rity, I nte lJige n ce, Wis dom, or Cha-
    risma score by 1, to a maximum of 20.

  • Whenever you have advantage on an a ttack roll using
    Dexterity, Intelligence, Wisdom, or Charisma, you can
    reroll one of the dice once.


FADE AWAY
Prerequisite: Gnome
Your people are clever, with a knack for illusion magic.
You have learned a mag ical trick for fading away when
you s uffe r harm. You gain the following be n efits:


  • Inc rease your Dexterity or Inte lligence score by 1, to a
    maximum of20.

  • Immediately after you take damage, you can use a
    reaction to magically become invis ible until the end
    of your next turn or until you attack, deal damage,
    or force someone to make a saving throw. Once you
    use this ability, you can't do so again until you finish a
    short or long rest.


FEY TELEPORTATION
Prerequisite: Elf (high)
Your study of high e lven lore has unlocked fey powe r
that few other elves possess, except your eladrin cous-
ins. Drawing on your fey a ncestry, you can momentarily
s tride through the Feywild to s h orte n your path from
one place to anothe r. You gain the following be ne fits:


  • Inc rease your Intelligence or Charis m a score by 1, to
    a maximum of 2 0.

  • You learn to speak , read, and write Sylvan.

  • You learn the misty step spell and can cast it o nce
    without expending a spell s lot. You regain the abil-
    ity to cast it in this way when you finish a short or
    long rest. Inte lligence is your spellcasting ability for
    this spell.


FLAMES OF PHLEGETHOS
Pre requisite: Tiefling
You learn to call on he llfire to serve your commands.
You gain the following be n efits :


  • Inc rease your Intelligence or Charisma score by 1, to
    a maximum of 20.

  • When you roll fire da mage for a s pell you cast, you can
    re roll any roll of 1 o n the fire damage di ce, but you
    must use the new roll, even if it is anothe r 1.

  • Whe never you cast a spell that deals fire damage, you
    can cause Hames to wreathe you until the end of your

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