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        "name": "Acolyte",
        "description": "<p>You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric&mdash;performing sacred rites is not the same thing as channeling divine power.</p>\r\n<p>Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The <a href=\"https://www.dndbeyond.com/sources/phb/appendix-b-gods-of-the-multiverse\">Gods of the Multiverse</a> section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.</p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\">&nbsp;</div>\r\n<dl>\r\n<dt><strong>Skill Proficiencies:</strong> Insight, Religion</dt>\r\n<dt><strong>Languages:</strong> Two of your choice</dt>\r\n<dt><strong>Equipment:</strong> A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp</dt>\r\n</dl>\r\n<blockquote>\r\n<p><strong>FEATURE: SHELTER OF THE FAITHFUL</strong></p>\r\n<p>As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.</p>\r\n<p>You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.</p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\">&nbsp;</div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th>Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I see omens in every event and action. The gods try to speak to us, we just need to listen.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Nothing can shake my optimistic attitude.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I quote (or misquote) sacred texts and proverbs in almost every situation.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p>&nbsp;</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th>Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><strong>Tradition.</strong> The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><strong>Charity.</strong> I always try to help those in need, no matter what the personal cost. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><strong>Change.</strong> We must help bring about the changes the gods are constantly working in the world. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><strong>Power.</strong> I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><strong>Faith.</strong> I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><strong>Aspiration.</strong> I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p>&nbsp;</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th>Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I would die to recover an ancient relic of my faith that was lost long ago.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I owe my life to the priest who took me in when my parents died.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Everything I do is for the common people.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I will do anything to protect the temple where I served.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p>&nbsp;</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th>Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I judge others harshly, and myself even more severely.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I put too much trust in those who wield power within my temple’s hierarchy.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>My piety sometimes leads me to blindly trust those that profess faith in my god.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I am inflexible in my thinking.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I am suspicious of strangers and expect the worst of them.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.</td>\r\n</tr>\r\n</tbody>\r\n</table>",
        "snippet": "",
        "shortDescription": "<p>You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric&mdash;performing sacred rites is not the same thing as channeling divine power.</p>\r\n<p>Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The <a title=\"Gods of the Multiverse\" href=\"https://www.dndbeyond.com/sources/phb/appendix-b-gods-of-the-multiverse\">Gods of the Multiverse</a> section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.</p>",
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        "toolProficienciesDescription": "",
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        "featureName": "Shelter of the Faithful",
        "featureDescription": "<p>As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.</p>\r\n<p>You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.</p>",
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        "suggestedLanguages": null,
        "organization": null,
        "contractsDescription": "",
        "spellsPreDescription": "",
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            "id": 43,
            "description": "I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.",
            "diceRoll": 1
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            "description": "I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.",
            "diceRoll": 2
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          {
            "id": 45,
            "description": "I see omens in every event and action. The gods try to speak to us, we just need to listen.",
            "diceRoll": 3
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            "id": 46,
            "description": "Nothing can shake my optimistic attitude.",
            "diceRoll": 4
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          {
            "id": 47,
            "description": "I quote (or misquote) sacred texts and proverbs in almost every situation.",
            "diceRoll": 5
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          {
            "id": 48,
            "description": "I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.",
            "diceRoll": 6
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          {
            "id": 49,
            "description": "I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.",
            "diceRoll": 7
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          {
            "id": 50,
            "description": "I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.",
            "diceRoll": 8
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            "id": 57,
            "description": "Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)",
            "diceRoll": 1
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            "description": "Charity. I always try to help those in need, no matter what the personal cost. (Good)",
            "diceRoll": 2
          },
          {
            "id": 59,
            "description": "Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)",
            "diceRoll": 3
          },
          {
            "id": 60,
            "description": "Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)",
            "diceRoll": 4
          },
          {
            "id": 61,
            "description": "Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)",
            "diceRoll": 5
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          {
            "id": 62,
            "description": "Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)",
            "diceRoll": 6
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        ],
        "bonds": [
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            "id": 51,
            "description": "I would die to recover an ancient relic of my faith that was lost long ago.",
            "diceRoll": 1
          },
          {
            "id": 52,
            "description": "I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.",
            "diceRoll": 2
          },
          {
            "id": 53,
            "description": "I owe my life to the priest who took me in when my parents died.",
            "diceRoll": 3
          },
          {
            "id": 54,
            "description": "Everything I do is for the common people.",
            "diceRoll": 4
          },
          {
            "id": 55,
            "description": "I will do anything to protect the temple where I served.",
            "diceRoll": 5
          },
          {
            "id": 56,
            "description": "I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.",
            "diceRoll": 6
          }
        ],
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            "id": 63,
            "description": "I judge others harshly, and myself even more severely.",
            "diceRoll": 1
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          {
            "id": 64,
            "description": "I put too much trust in those who wield power within my temple’s hierarchy.",
            "diceRoll": 2
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          {
            "id": 65,
            "description": "My piety sometimes leads me to blindly trust those that profess faith in my god.",
            "diceRoll": 3
          },
          {
            "id": 66,
            "description": "I am inflexible in my thinking.",
            "diceRoll": 4
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            "id": 67,
            "description": "I am suspicious of strangers and expect the worst of them.",
            "diceRoll": 5
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            "id": 68,
            "description": "Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.",
            "diceRoll": 6
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            "name": "Darkvision",
            "description": "<p>Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.</p>",
            "snippet": "You can see in darkness (shades of gray) up to 60 ft.",
            "hideInBuilder": false,
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            "name": "Hellish Resistance",
            "description": "<p>You have resistance to fire damage.</p>",
            "snippet": "You have resistance to fire damage.",
            "hideInBuilder": false,
            "hideInSheet": false,
            "activation": null,
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            "displayOrder": 1,
            "name": "Ability Score Increase",
            "description": "<p>Your Intelligence score increases by 1, and your Charisma score increases by 2.</p>",
            "snippet": "Your Intelligence score increases by 1, and your Charisma score increases by 2.",
            "hideInBuilder": false,
            "hideInSheet": false,
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              "RACIALTRAIT": 1,
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          "definition": {
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            "name": "Languages",
            "description": "<p>You can speak, read, and write Common and Infernal.</p>",
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        },
        {
          "definition": {
            "id": 154,
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            "name": "Age",
            "description": "<p>Tieflings mature at the same rate as humans but live a few years longer.</p>",
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          "definition": {
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            "description": "<p>Tieflings are about the same size and build as humans. Your size is Medium.</p>",
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          "definition": {
            "id": 157,
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            "name": "Speed",
            "description": "<p>Your base walking speed is 30 feet.</p>",
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        }
      ],
      "weightSpeeds": {
        "normal": {
          "walk": 30,
          "fly": 0,
          "burrow": 0,
          "swim": 0,
          "climb": 0
        },
        "encumbered": null,
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      },
      "featIds": [],
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      "sizeId": 4,
      "cardDescription": "Tieflings are gifted with magic from the hells but chart their own course in life.",
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      "desktopCardImageUrl": "https://www.dndbeyond.com/avatars/54899/829/639068693955930204.jpeg",
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    "notes": {
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      "personalPossessions": "a prayer book\n5 sticks of incense\nRing left with me at the temple",
      "otherHoldings": null,
      "organizations": null,
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    },
    "traits": {
      "personalityTraits": "Angry, lonely, resolute",
      "ideals": "Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)",
      "bonds": null,
      "flaws": "I am suspicious of strangers and expect the worst of them.",
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      "progressionType": 2,
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      "enforceMulticlassRules": true,
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          "type": "Crossbow, Light",
          "description": "<p>Proficiency with a Light Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>Slow.</strong></em> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.</p>\r\n</div>",
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            "diceString": "1d8"
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          "damageType": "Piercing",
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          "properties": [
            {
              "id": 1,
              "name": "Ammunition",
              "description": "<p>You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.</p>",
              "notes": null
            },
            {
              "id": 5,
              "name": "Loading",
              "description": "<p>You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.</p>",
              "notes": null
            },
            {
              "id": 7,
              "name": "Range",
              "description": "<p>A Range weapon has a range in parentheses after the [wprop]Ammunition[/wprop] or [wprop]Thrown[/wprop] property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second is the weapon’s long range. When attacking a target beyond normal range, you have [rules]Disadvantage[/rules] on the attack roll. You can’t attack a target beyond the long range.</p>",
              "notes": null
            },
            {
              "id": 11,
              "name": "Two-Handed",
              "description": "<p>A Two-Handed weapon requires two hands when you attack with it.</p>",
              "notes": null
            },
            {
              "id": 23,
              "name": "Slow",
              "description": "<p>If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.</p>",
              "notes": null
            }
          ],
          "attackType": 2,
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          "longRange": 320,
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        },
        "definitionId": 0,
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          "definitionKey": "2103445194:3",
          "canEquip": true,
          "magic": false,
          "name": "Crossbow Bolts",
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          "capacityWeight": 0,
          "type": "Gear",
          "description": "<p>Crossbow bolts are&nbsp;used with&nbsp;a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.</p>",
          "canAttune": false,
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          "rarity": "Common",
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          "filterType": "Other Gear",
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          "type": "Gear",
          "description": "<p>A block of incense, typically found in a priest's pack.</p>",
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        "definition": {
          "id": 2,
          "definitionKey": "789467139:2",
          "name": "Cleric",
          "description": "<p>A priestly champion who wields divine magic in service of a higher power</p>\r\n<p class=\"characters-statblock\" style=\"font-family: Roboto Condensed; font-size: 14px;\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom &amp; Charisma</p>",
          "equipmentDescription": "<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\r\n</ul>",
          "parentClassId": null,
          "slug": "2-cleric",
          "avatarUrl": "https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp",
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          "classFeatures": [
            {
              "id": 108,
              "name": "Spellcasting",
              "prerequisite": null,
              "description": "<p class=\"Core-Styles_Core-Body\">As a conduit for divine power, you can cast cleric spells. See <span style=\"color: #99cc00;\"><a style=\"color: #47d18c;\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color: #993366;\"><a style=\"color: #704cd9;\" title=\"Spells Listing (Cleric)\" href=\"https://www.dndbeyond.com/spells?filter-class=2&amp;filter-search=&amp;filter-sub-class=&amp;filter-concentration=&amp;filter-ritual=&amp;filter-unlocked-content=\">Spells Listing</a></span>&nbsp;for the cleric spell list.</p>\r\n<h5 class=\"compendium-hr\">Cantrips</h5>\r\n<p class=\"Core-Styles_Core-Body\">At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</p>\r\n<h5 id=\"PreparingandCastingSpells\" class=\"compendium-hr\">Preparing and Casting Spells</h5>\r\n<p class=\"Core-Styles_Core-Body\">The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.</p>\r\n<p class=\"Core-Styles_Core-Body\">You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</p>\r\n<p class=\"Core-Styles_Core-Body\">For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">cure wounds</span>, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.</p>\r\n<p class=\"Core-Styles_Core-Body\">You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p>\r\n<h5 class=\"compendium-hr\">Spellcasting Ability</h5>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p>\r\n<p class=\"List-Styles_List-Item-Centered\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell save DC </span></strong>= 8 + your proficiency bonus + your Wisdom modifier</p>\r\n<p class=\"List-Styles_List-Item-Centered ParaOverride-2\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell attack modifier </span></strong>= your proficiency bonus + your Wisdom modifier</p>\r\n<h5 class=\"compendium-hr\">Ritual Casting</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p>\r\n<h5 class=\"compendium-hr\">Spellcasting Focus</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can use a holy symbol (see the <span style=\"color: #47d18c;\"><a style=\"color: #47d18c;\" title=\"Adventuring Gear\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#HolySymbol\">Adventuring Gear</a></span> section) as a spellcasting focus for your cleric spells.</p>",
              "requiredLevel": 1,
              "displayOrder": 4,
              "summary": "Cast spells through prayer and meditation.",
              "featuresSectionType": 1,
              "moreDetailsUrl": "/classes/2-cleric#Spellcasting-108"
            },
            {
              "id": 109,
              "name": "Divine Domain",
              "prerequisite": null,
              "description": "<p>Choose one domain related to your deity. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.</p>\r\n<h5>Domain Spells</h5>\r\n<p>Each domain has a list of spells &mdash; its domain spells &mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.</p>\r\n<p>If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.</p>",
              "requiredLevel": 1,
              "displayOrder": 5,
              "summary": "Choose one aspect of your deity’s portfolio to emphasize, and gain powers related to it.",
              "featuresSectionType": 1,
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            {
              "id": 110,
              "name": "Channel Divinity",
              "prerequisite": null,
              "description": "<p class=\"compendium-hr\">At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</p>\r\n<p class=\"Core-Styles_Core-Body\">When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.</p>\r\n<p class=\"Core-Styles_Core-Body\">Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p>\r\n<p class=\"Core-Styles_Core-Body\">Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</p>\r\n<h5 class=\"compendium-hr\">Channel Divinity: Turn Undead</h5>\r\n<p class=\"Core-Styles_Core-Body\">As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.</p>\r\n<p class=\"Core-Styles_Core-Body\">A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.</p>",
              "requiredLevel": 2,
              "displayOrder": 6,
              "summary": null,
              "featuresSectionType": null,
              "moreDetailsUrl": "/classes/2-cleric#ChannelDivinity-110"
            },
            {
              "id": 111,
              "name": "Ability Score Improvement",
              "prerequisite": null,
              "description": "<p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>",
              "requiredLevel": 4,
              "displayOrder": 7,
              "summary": null,
              "featuresSectionType": null,
              "moreDetailsUrl": "/classes/2-cleric#AbilityScoreImprovement-111"
            },
            {
              "id": 112,
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              "name": "Spellcasting",
              "prerequisite": null,
              "description": "<p class=\"Core-Styles_Core-Body\">As a conduit for divine power, you can cast cleric spells. See <span style=\"color: #99cc00;\"><a style=\"color: #47d18c;\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color: #993366;\"><a style=\"color: #704cd9;\" title=\"Spells Listing (Cleric)\" href=\"https://www.dndbeyond.com/spells?filter-class=2&amp;filter-search=&amp;filter-sub-class=&amp;filter-concentration=&amp;filter-ritual=&amp;filter-unlocked-content=\">Spells Listing</a></span>&nbsp;for the cleric spell list.</p>\r\n<h5 class=\"compendium-hr\">Cantrips</h5>\r\n<p class=\"Core-Styles_Core-Body\">At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</p>\r\n<h5 id=\"PreparingandCastingSpells\" class=\"compendium-hr\">Preparing and Casting Spells</h5>\r\n<p class=\"Core-Styles_Core-Body\">The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.</p>\r\n<p class=\"Core-Styles_Core-Body\">You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</p>\r\n<p class=\"Core-Styles_Core-Body\">For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">cure wounds</span>, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.</p>\r\n<p class=\"Core-Styles_Core-Body\">You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p>\r\n<h5 class=\"compendium-hr\">Spellcasting Ability</h5>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p>\r\n<p class=\"List-Styles_List-Item-Centered\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell save DC </span></strong>= 8 + your proficiency bonus + your Wisdom modifier</p>\r\n<p class=\"List-Styles_List-Item-Centered ParaOverride-2\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell attack modifier </span></strong>= your proficiency bonus + your Wisdom modifier</p>\r\n<h5 class=\"compendium-hr\">Ritual Casting</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p>\r\n<h5 class=\"compendium-hr\">Spellcasting Focus</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can use a holy symbol (see the <span style=\"color: #47d18c;\"><a style=\"color: #47d18c;\" title=\"Adventuring Gear\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#HolySymbol\">Adventuring Gear</a></span> section) as a spellcasting focus for your cleric spells.</p>",
              "requiredLevel": 1,
              "displayOrder": 4,
              "summary": "Cast spells through prayer and meditation.",
              "featuresSectionType": 1,
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            },
            {
              "id": 109,
              "name": "Divine Domain",
              "prerequisite": null,
              "description": "<p>Choose one domain related to your deity. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.</p>\r\n<h5>Domain Spells</h5>\r\n<p>Each domain has a list of spells &mdash; its domain spells &mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.</p>\r\n<p>If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.</p>",
              "requiredLevel": 1,
              "displayOrder": 5,
              "summary": "Choose one aspect of your deity’s portfolio to emphasize, and gain powers related to it.",
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            },
            {
              "id": 110,
              "name": "Channel Divinity",
              "prerequisite": null,
              "description": "<p class=\"compendium-hr\">At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</p>\r\n<p class=\"Core-Styles_Core-Body\">When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.</p>\r\n<p class=\"Core-Styles_Core-Body\">Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p>\r\n<p class=\"Core-Styles_Core-Body\">Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</p>\r\n<h5 class=\"compendium-hr\">Channel Divinity: Turn Undead</h5>\r\n<p class=\"Core-Styles_Core-Body\">As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.</p>\r\n<p class=\"Core-Styles_Core-Body\">A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.</p>",
              "requiredLevel": 2,
              "displayOrder": 6,
              "summary": null,
              "featuresSectionType": null,
              "moreDetailsUrl": "/classes/2-cleric#LifeDomain#ChannelDivinity-110"
            },
            {
              "id": 111,
              "name": "Ability Score Improvement",
              "prerequisite": null,
              "description": "<p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>",
              "requiredLevel": 4,
              "displayOrder": 7,
              "summary": null,
              "featuresSectionType": null,
              "moreDetailsUrl": "/classes/2-cleric#LifeDomain#AbilityScoreImprovement-111"
            },
            {
              "id": 112,
              "name": "Destroy Undead",
              "prerequisite": null,
              "description": "<p>Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.</p>\r\n<table class=\"compendium-left-aligned-table\"><caption>\r\n<h5 id=\"DestroyUndeadTable\" style=\"text-align: left;\">Destroy Undead</h5>\r\n</caption>\r\n<thead>\r\n<tr>\r\n<th>Cleric Level</th>\r\n<th>Destroys Undead of CR &hellip;</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>5th</td>\r\n<td>1/2 or lower</td>\r\n</tr>\r\n<tr>\r\n<td>8th</td>\r\n<td>1 or lower</td>\r\n</tr>\r\n<tr>\r\n<td>11th</td>\r\n<td>2 or lower</td>\r\n</tr>\r\n<tr>\r\n<td>14th</td>\r\n<td>3 or lower</td>\r\n</tr>\r\n<tr>\r\n<td>17th</td>\r\n<td>4 or lower</td>\r\n</tr>\r\n</tbody>\r\n</table>",
              "requiredLevel": 5,
              "displayOrder": 8,
              "summary": null,
              "featuresSectionType": null,
              "moreDetailsUrl": "/classes/2-cleric#LifeDomain#DestroyUndead-112"
            },
            {
              "id": 115,
              "name": "Ability Score Improvement",
              "prerequisite": null,
              "description": "<p>When you reach 8th level, and again at 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>",
              "requiredLevel": 8,
              "displayOrder": 9,
              "summary": null,
              "featuresSectionType": null,
              "moreDetailsUrl": "/classes/2-cleric#LifeDomain#AbilityScoreImprovement-115"
            },
            {
              "id": 116,
              "name": "Ability Score Improvement",
              "prerequisite": null,
              "description": "<p>When you reach 12th level, and again at 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>",
              "requiredLevel": 12,
              "displayOrder": 13,
              "summary": null,
              "featuresSectionType": null,
              "moreDetailsUrl": "/classes/2-cleric#LifeDomain#AbilityScoreImprovement-116"
            },
            {
              "id": 117,
              "name": "Ability Score Improvement",
              "prerequisite": null,
              "description": "<p>When you reach 16th level, and again at 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>",
              "requiredLevel": 16,
              "displayOrder": 15,
              "summary": null,
              "featuresSectionType": null,
              "moreDetailsUrl": "/classes/2-cleric#LifeDomain#AbilityScoreImprovement-117"
            },
            {
              "id": 118,
              "name": "Ability Score Improvement",
              "prerequisite": null,
              "description": "<p>When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>",
              "requiredLevel": 19,
              "displayOrder": 17,
              "summary": null,
              "featuresSectionType": null,
              "moreDetailsUrl": "/classes/2-cleric#LifeDomain#AbilityScoreImprovement-118"
            },
            {
              "id": 123,
              "name": "Divine Intervention",
              "prerequisite": null,
              "description": "<p class=\"Core-Styles_Core-Body\">Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.</p>\r\n<p class=\"Core-Styles_Core-Body\">Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.</p>\r\n<p class=\"Core-Styles_Core-Body\">If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.</p>\r\n<p class=\"Core-Styles_Core-Body\">At 20th level, your call for intervention succeeds automatically, no roll required.</p>",
              "requiredLevel": 10,
              "displayOrder": 11,
              "summary": null,
              "featuresSectionType": null,
              "moreDetailsUrl": "/classes/2-cleric#LifeDomain#DivineIntervention-123"
            },
            {
              "id": 461,
              "name": "Proficiencies",
              "prerequisite": null,
              "description": "<p><strong><span class=\"Serif-Character-Style_Bold-Serif\">Armor:</span></strong> Light armor, medium armor, shields<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Weapons:</span></strong> Simple weapons<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tools: </span></strong>None<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Saving Throws: </span></strong>Wisdom, Charisma<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skills:</span></strong> Choose two from History, Insight, Medicine, Persuasion, and Religion</p>",
              "requiredLevel": 1,
              "displayOrder": 2,
              "summary": null,
              "featuresSectionType": null,
              "moreDetailsUrl": "/classes/2-cleric#LifeDomain#Proficiencies-461"
            },
            {
              "id": 533,
              "name": "Hit Points",
              "prerequisite": null,
              "description": "<p><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Dice: </span></strong>1d8 per cleric level<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Points at 1st Level:</span></strong> 8 + your Constitution modifier<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Points at Higher Levels:</span></strong> 1d8 (or 5) + your Constitution modifier per cleric level after 1st</p>",
              "requiredLevel": 1,
              "displayOrder": 1,
              "summary": null,
              "featuresSectionType": null,
              "moreDetailsUrl": "/classes/2-cleric#LifeDomain#HitPoints-533"
            }
          ],
          "hitDice": 8,
          "wealthDice": null,
          "canCastSpells": false,
          "knowsAllSpells": true,
          "spellPrepareType": 1,
          "spellCastingLearningStyle": null,
          "spellContainerName": null,
          "sourcePageNumber": 60,
          "subclassDefinition": null,
          "isHomebrew": false,
          "primaryAbilities": null,
          "spellRules": null,
          "prerequisites": null,
          "desktopCardBackgroundAvatarUrl": null,
          "mobileCardBackgroundAvatarUrl": null,
          "detailsBackgroundAvatarUrl": null,
          "iconAvatarUrl": null,
          "complexity": null,
          "tagline": null,
          "cardDescription": "Soothe the Hurts of the World",
          "highlights": null,
          "color": null,
          "desktopCardForegroundAvatarUrl": null,
          "mobileCardForegroundAvatarUrl": null,
          "detailsForegroundAvatarUrl": null,
          "mobileCardBannerAvatarUrl": null,
          "desktopCardBannerAvatarUrl": null,
          "iconicGearAvatarUrl": null,
          "classFantasy": null,
          "iconicGear": null,
          "subclassTagline": null,
          "subclassFlavorText": null,
          "cardEyebrow": "Domain",
          "cardHeading": " Life"
        },
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              "definitionKey": "class-feature:130",
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              "displayOrder": 100,
              "name": "Bonus Proficiency",
              "description": "<p>When you choose this domain at 1st level, you gain proficiency with heavy armor.</p>",
              "snippet": "You gain proficiency with heavy armor.",
              "activation": null,
              "multiClassDescription": "",
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            "definition": {
              "id": 131,
              "definitionKey": "class-feature:131",
              "entityTypeId": 12168134,
              "displayOrder": 200,
              "name": "Disciple of Life",
              "description": "<p>Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.</p>",
              "snippet": "Whenever you use a spell of 1st level or higher to restore HP, the creature regains additional HP equal to 2 + the spell’s level.",
              "activation": null,
              "multiClassDescription": "",
              "requiredLevel": 1,
              "isSubClassFeature": false,
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            "definition": {
              "id": 132,
              "definitionKey": "class-feature:132",
              "entityTypeId": 12168134,
              "displayOrder": 300,
              "name": "Channel Divinity: Preserve Life",
              "description": "<p>Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.</p>\r\n<p>As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.</p>",
              "snippet": "As an action, you can restore {{classlevel*5#unsigned}} HP. Choose any creatures within 30 ft. of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.",
              "activation": null,
              "multiClassDescription": "",
              "requiredLevel": 2,
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              "entityTypeId": 12168134,
              "displayOrder": 400,
              "name": "Blessed Healer",
              "description": "<p>Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.</p>",
              "snippet": "When you cast a spell of 1st level or higher that restores HP to a creature other than you, you regain HP equal to 2 + the spell’s level.",
              "activation": null,
              "multiClassDescription": "",
              "requiredLevel": 6,
              "isSubClassFeature": false,
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              "id": 134,
              "definitionKey": "class-feature:134",
              "entityTypeId": 12168134,
              "displayOrder": 500,
              "name": "Divine Strike",
              "description": "<p>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.</p>",
              "snippet": "Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {{scalevalue}} radiant damage.",
              "activation": null,
              "multiClassDescription": "",
              "requiredLevel": 8,
              "isSubClassFeature": false,
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                    "diceMultiplier": null,
                    "fixedValue": null,
                    "diceString": "1d8"
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                  "fixedValue": null
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                {
                  "id": 60481,
                  "level": 14,
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                    "diceValue": 8,
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                    "diceString": "2d8"
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              "affectedFeatureDefinitionKeys": [],
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            "definition": {
              "id": 135,
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              "entityTypeId": 12168134,
              "displayOrder": 700,
              "name": "Supreme Healing",
              "description": "<p>Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.</p>",
              "snippet": "When you would normally roll one or more dice to restore HP with a spell, you instead use the highest number possible for each die.",
              "activation": null,
              "multiClassDescription": "",
              "requiredLevel": 17,
              "isSubClassFeature": false,
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              "hideInBuilder": false,
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              "sourceId": 2,
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              "affectedFeatureDefinitionKeys": [],
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            "definition": {
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              "entityTypeId": 12168134,
              "displayOrder": 4,
              "name": "Spellcasting",
              "description": "<p class=\"Core-Styles_Core-Body\">As a conduit for divine power, you can cast cleric spells. See <span style=\"color: #99cc00;\"><a style=\"color: #47d18c;\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color: #993366;\"><a style=\"color: #704cd9;\" title=\"Spells Listing (Cleric)\" href=\"https://www.dndbeyond.com/spells?filter-class=2&amp;filter-search=&amp;filter-sub-class=&amp;filter-concentration=&amp;filter-ritual=&amp;filter-unlocked-content=\">Spells Listing</a></span>&nbsp;for the cleric spell list.</p>\r\n<h5 class=\"compendium-hr\">Cantrips</h5>\r\n<p class=\"Core-Styles_Core-Body\">At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</p>\r\n<h5 id=\"PreparingandCastingSpells\" class=\"compendium-hr\">Preparing and Casting Spells</h5>\r\n<p class=\"Core-Styles_Core-Body\">The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.</p>\r\n<p class=\"Core-Styles_Core-Body\">You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</p>\r\n<p class=\"Core-Styles_Core-Body\">For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">cure wounds</span>, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.</p>\r\n<p class=\"Core-Styles_Core-Body\">You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p>\r\n<h5 class=\"compendium-hr\">Spellcasting Ability</h5>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p>\r\n<p class=\"List-Styles_List-Item-Centered\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell save DC </span></strong>= 8 + your proficiency bonus + your Wisdom modifier</p>\r\n<p class=\"List-Styles_List-Item-Centered ParaOverride-2\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell attack modifier </span></strong>= your proficiency bonus + your Wisdom modifier</p>\r\n<h5 class=\"compendium-hr\">Ritual Casting</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p>\r\n<h5 class=\"compendium-hr\">Spellcasting Focus</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can use a holy symbol (see the <span style=\"color: #47d18c;\"><a style=\"color: #47d18c;\" title=\"Adventuring Gear\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#HolySymbol\">Adventuring Gear</a></span> section) as a spellcasting focus for your cleric spells.</p>",
              "snippet": "You can cast prepared cleric spells using WIS as your spellcasting modifier (Spell DC {{savedc:wis}}, Spell Attack {{spellattack:wis}}) and prepared cleric spells as rituals if they have the ritual tag. You can use a holy symbol as a spellcasting focus.",
              "activation": null,
              "multiClassDescription": "<p><em>This feature is affected by multiclassing</em>. See the <a title=\"Multiclassing - Class Features\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/customization-options#ClassFeatures\">Multiclassing</a> rules for more information.</p>\r\n<p class=\"Core-Styles_Core-Body\">As a conduit for divine power, you can cast cleric spells. See <span style=\"color: #99cc00;\"><a style=\"color: #47d18c;\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color: #993366;\"><a style=\"color: #704cd9;\" title=\"Spells Listing (Cleric)\" href=\"https://www.dndbeyond.com/spells?filter-class=2&amp;filter-search=&amp;filter-sub-class=&amp;filter-concentration=&amp;filter-ritual=&amp;filter-unlocked-content=\">Spells Listing</a></span>&nbsp;for the cleric spell list.</p>\r\n<h5 class=\"compendium-hr\">Cantrips</h5>\r\n<p class=\"Core-Styles_Core-Body\">At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</p>\r\n<h5 class=\"compendium-hr\">Preparing and Casting Spells</h5>\r\n<p class=\"Core-Styles_Core-Body\">The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.</p>\r\n<p class=\"Core-Styles_Core-Body\">You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</p>\r\n<p class=\"Core-Styles_Core-Body\">For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">cure wounds</span>, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.</p>\r\n<p class=\"Core-Styles_Core-Body\">You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p>\r\n<h5 class=\"compendium-hr\">Spellcasting Ability</h5>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p>\r\n<p class=\"List-Styles_List-Item-Centered\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell save DC </span></strong>= 8 + your proficiency bonus + your Wisdom modifier</p>\r\n<p class=\"List-Styles_List-Item-Centered ParaOverride-2\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell attack modifier </span></strong>= your proficiency bonus + your Wisdom modifier</p>\r\n<h5 class=\"compendium-hr\">Ritual Casting</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p>\r\n<h5 class=\"compendium-hr\">Spellcasting Focus</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can use a holy symbol (see the <span style=\"color: #47d18c;\"><a style=\"color: #47d18c;\" title=\"Adventuring Gear\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#HolySymbol\">Adventuring Gear</a></span> section) as a spellcasting focus for your cleric spells.</p>",
              "requiredLevel": 1,
              "isSubClassFeature": false,
              "limitedUse": [],
              "hideInBuilder": false,
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              "sourceId": 2,
              "sourcePageNumber": 58,
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              "classId": 2,
              "featureType": 1,
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                {
                  "sourceId": 2,
                  "pageNumber": 58,
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              "affectedFeatureDefinitionKeys": [],
              "entityType": "class-feature",
              "entityID": "108",
              "hasItemMappings": false,
              "grantedFeats": []
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            "levelScale": null
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          {
            "definition": {
              "id": 109,
              "definitionKey": "class-feature:109",
              "entityTypeId": 12168134,
              "displayOrder": 5,
              "name": "Divine Domain",
              "description": "<p>Choose one domain related to your deity. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.</p>\r\n<h5>Domain Spells</h5>\r\n<p>Each domain has a list of spells &mdash; its domain spells &mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.</p>\r\n<p>If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.</p>",
              "snippet": "You choose a divine domain that grants you additional spells and other features related to your deity.",
              "activation": null,
              "multiClassDescription": "",
              "requiredLevel": 1,
              "isSubClassFeature": false,
              "limitedUse": [],
              "hideInBuilder": false,
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              "classId": 2,
              "featureType": 1,
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                  "sourceId": 2,
                  "pageNumber": 58,
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                }
              ],
              "affectedFeatureDefinitionKeys": [],
              "entityType": "class-feature",
              "entityID": "109",
              "hasItemMappings": false,
              "grantedFeats": []
            },
            "levelScale": null
          },
          {
            "definition": {
              "id": 110,
              "definitionKey": "class-feature:110",
              "entityTypeId": 12168134,
              "displayOrder": 6,
              "name": "Channel Divinity",
              "description": "<p class=\"compendium-hr\">At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</p>\r\n<p class=\"Core-Styles_Core-Body\">When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.</p>\r\n<p class=\"Core-Styles_Core-Body\">Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p>\r\n<p class=\"Core-Styles_Core-Body\">Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</p>\r\n<h5 class=\"compendium-hr\">Channel Divinity: Turn Undead</h5>\r\n<p class=\"Core-Styles_Core-Body\">As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.</p>\r\n<p class=\"Core-Styles_Core-Body\">A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.</p>",
              "snippet": "You can channel divine energy to fuel magical effects a number of times per short rest",
              "activation": null,
              "multiClassDescription": "<p><em>This feature could be affected by multiclassing</em>. See the <a title=\"Multiclassing - Class Features\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/customization-options#ClassFeatures\">Multiclassing</a> rules for more information.</p>\r\n<p class=\"compendium-hr\">At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</p>\r\n<p class=\"Core-Styles_Core-Body\">When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.</p>\r\n<p class=\"Core-Styles_Core-Body\">Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p>\r\n<p class=\"Core-Styles_Core-Body\">Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</p>\r\n<h5 class=\"compendium-hr\">Channel Divinity: Turn Undead</h5>\r\n<p class=\"Core-Styles_Core-Body\">As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.</p>\r\n<p class=\"Core-Styles_Core-Body\">A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.</p>",
              "requiredLevel": 2,
              "isSubClassFeature": false,
              "limitedUse": [
                {
                  "level": null,
                  "uses": 1
                },
                {
                  "level": null,
                  "uses": 1
                }
              ],
              "hideInBuilder": false,
              "hideInSheet": false,
              "sourceId": 2,
              "sourcePageNumber": 58,
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              "classId": 2,
              "featureType": 1,
              "sources": [
                {
                  "sourceId": 2,
                  "pageNumber": 58,
                  "sourceType": 1
                }
              ],
              "affectedFeatureDefinitionKeys": [],
              "entityType": "class-feature",
              "entityID": "110",
              "hasItemMappings": false,
              "grantedFeats": []
            },
            "levelScale": null
          },
          {
            "definition": {
              "id": 111,
              "definitionKey": "class-feature:111",
              "entityTypeId": 12168134,
              "displayOrder": 7,
              "name": "Ability Score Improvement",
              "description": "<p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>",
              "snippet": "",
              "activation": null,
              "multiClassDescription": "",
              "requiredLevel": 4,
              "isSubClassFeature": false,
              "limitedUse": [],
              "hideInBuilder": false,
              "hideInSheet": false,
              "sourceId": 2,
              "sourcePageNumber": 59,
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              "classId": 2,
              "featureType": 1,
              "sources": [
                {
                  "sourceId": 2,
                  "pageNumber": 59,
                  "sourceType": 1
                }
              ],
              "affectedFeatureDefinitionKeys": [],
              "entityType": "class-feature",
              "entityID": "111",
              "hasItemMappings": false,
              "grantedFeats": []
            },
            "levelScale": null
          },
          {
            "definition": {
              "id": 112,
              "definitionKey": "class-feature:112",
              "entityTypeId": 12168134,
              "displayOrder": 8,
              "name": "Destroy Undead",
              "description": "<p>Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.</p>\r\n<table class=\"compendium-left-aligned-table\"><caption>\r\n<h5 id=\"DestroyUndeadTable\" style=\"text-align: left;\">Destroy Undead</h5>\r\n</caption>\r\n<thead>\r\n<tr>\r\n<th>Cleric Level</th>\r\n<th>Destroys Undead of CR &hellip;</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>5th</td>\r\n<td>1/2 or lower</td>\r\n</tr>\r\n<tr>\r\n<td>8th</td>\r\n<td>1 or lower</td>\r\n</tr>\r\n<tr>\r\n<td>11th</td>\r\n<td>2 or lower</td>\r\n</tr>\r\n<tr>\r\n<td>14th</td>\r\n<td>3 or lower</td>\r\n</tr>\r\n<tr>\r\n<td>17th</td>\r\n<td>4 or lower</td>\r\n</tr>\r\n</tbody>\r\n</table>",
              "snippet": "When an undead fails its saving throw against your Turn Undead feature, it is instantly destroyed if its CR is lower than the threshold for your level.",
              "activation": null,
              "multiClassDescription": "",
              "requiredLevel": 5,
              "isSubClassFeature": false,
              "limitedUse": [
                {
                  "level": null,
                  "uses": 1
                }
              ],
              "hideInBuilder": false,
              "hideInSheet": false,
              "sourceId": 2,
              "sourcePageNumber": 59,
              "creatureRules": [],
              "levelScales": [
                {
                  "id": 11263,
                  "level": 5,
                  "description": "CR 1/2 or Lower",
                  "dice": {
                    "diceCount": null,
                    "diceValue": null,
                    "diceMultiplier": null,
                    "fixedValue": null,
                    "diceString": null
                  },
                  "fixedValue": 1
                },
                {
                  "id": 11264,
                  "level": 8,
                  "description": "CR 1 or Lower",
                  "dice": {
                    "diceCount": null,
                    "diceValue": null,
                    "diceMultiplier": null,
                    "fixedValue": null,
                    "diceString": null
                  },
                  "fixedValue": 1
                },
                {
                  "id": 11265,
                  "level": 11,
                  "description": "CR 2 or Lower",
                  "dice": {
                    "diceCount": null,
                    "diceValue": null,
                    "diceMultiplier": null,
                    "fixedValue": null,
                    "diceString": null
                  },
                  "fixedValue": 2
                },
                {
                  "id": 11266,
                  "level": 14,
                  "description": "CR 3 or Lower",
                  "dice": {
                    "diceCount": null,
                    "diceValue": null,
                    "diceMultiplier": null,
                    "fixedValue": null,
                    "diceString": null
                  },
                  "fixedValue": 3
                },
                {
                  "id": 11267,
                  "level": 17,
                  "description": "CR 4 or Lower",
                  "dice": {
                    "diceCount": null,
                    "diceValue": null,
                    "diceMultiplier": null,
                    "fixedValue": null,
                    "diceString": null
                  },
                  "fixedValue": 4
                }
              ],
              "infusionRules": [],
              "spellListIds": [],
              "classId": 2,
              "featureType": 1,
              "sources": [
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                  "sourceId": 2,
                  "pageNumber": 59,
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                }
              ],
              "affectedFeatureDefinitionKeys": [],
              "entityType": "class-feature",
              "entityID": "112",
              "hasItemMappings": false,
              "grantedFeats": []
            },
            "levelScale": null
          },
          {
            "definition": {
              "id": 115,
              "definitionKey": "class-feature:115",
              "entityTypeId": 12168134,
              "displayOrder": 9,
              "name": "Ability Score Improvement",
              "description": "<p>When you reach 8th level, and again at 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>",
              "snippet": "",
              "activation": null,
              "multiClassDescription": "",
              "requiredLevel": 8,
              "isSubClassFeature": false,
              "limitedUse": [],
              "hideInBuilder": false,
              "hideInSheet": false,
              "sourceId": 2,
              "sourcePageNumber": 59,
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              "classId": 2,
              "featureType": 1,
              "sources": [
                {
                  "sourceId": 2,
                  "pageNumber": 59,
                  "sourceType": 1
                }
              ],
              "affectedFeatureDefinitionKeys": [],
              "entityType": "class-feature",
              "entityID": "115",
              "hasItemMappings": false,
              "grantedFeats": []
            },
            "levelScale": null
          },
          {
            "definition": {
              "id": 116,
              "definitionKey": "class-feature:116",
              "entityTypeId": 12168134,
              "displayOrder": 13,
              "name": "Ability Score Improvement",
              "description": "<p>When you reach 12th level, and again at 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>",
              "snippet": "",
              "activation": null,
              "multiClassDescription": "",
              "requiredLevel": 12,
              "isSubClassFeature": false,
              "limitedUse": [],
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              "hideInSheet": false,
              "sourceId": 2,
              "sourcePageNumber": 59,
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              "classId": 2,
              "featureType": 1,
              "sources": [
                {
                  "sourceId": 2,
                  "pageNumber": 59,
                  "sourceType": 1
                }
              ],
              "affectedFeatureDefinitionKeys": [],
              "entityType": "class-feature",
              "entityID": "116",
              "hasItemMappings": false,
              "grantedFeats": []
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            "levelScale": null
          },
          {
            "definition": {
              "id": 117,
              "definitionKey": "class-feature:117",
              "entityTypeId": 12168134,
              "displayOrder": 15,
              "name": "Ability Score Improvement",
              "description": "<p>When you reach 16th level, and again at 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>",
              "snippet": "",
              "activation": null,
              "multiClassDescription": "",
              "requiredLevel": 16,
              "isSubClassFeature": false,
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              "hideInSheet": false,
              "sourceId": 2,
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              "classId": 2,
              "featureType": 1,
              "sources": [
                {
                  "sourceId": 2,
                  "pageNumber": 59,
                  "sourceType": 1
                }
              ],
              "affectedFeatureDefinitionKeys": [],
              "entityType": "class-feature",
              "entityID": "117",
              "hasItemMappings": false,
              "grantedFeats": []
            },
            "levelScale": null
          },
          {
            "definition": {
              "id": 118,
              "definitionKey": "class-feature:118",
              "entityTypeId": 12168134,
              "displayOrder": 17,
              "name": "Ability Score Improvement",
              "description": "<p>When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>",
              "snippet": "",
              "activation": null,
              "multiClassDescription": "",
              "requiredLevel": 19,
              "isSubClassFeature": false,
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              "sourceId": 2,
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              "classId": 2,
              "featureType": 1,
              "sources": [
                {
                  "sourceId": 2,
                  "pageNumber": 59,
                  "sourceType": 1
                }
              ],
              "affectedFeatureDefinitionKeys": [],
              "entityType": "class-feature",
              "entityID": "118",
              "hasItemMappings": false,
              "grantedFeats": []
            },
            "levelScale": null
          },
          {
            "definition": {
              "id": 123,
              "definitionKey": "class-feature:123",
              "entityTypeId": 12168134,
              "displayOrder": 11,
              "name": "Divine Intervention",
              "description": "<p class=\"Core-Styles_Core-Body\">Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.</p>\r\n<p class=\"Core-Styles_Core-Body\">Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.</p>\r\n<p class=\"Core-Styles_Core-Body\">If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.</p>\r\n<p class=\"Core-Styles_Core-Body\">At 20th level, your call for intervention succeeds automatically, no roll required.</p>",
              "snippet": "As an action, you can request your deity's aid and roll percentile dice. If your roll is equal to or less than {{classlevel}}, your deity intervenes (your DM chooses the nature of the intervention). If successful, you can't use this feature again for 7 days, otherwise, you can use it again after a long rest. \r\n\r\nAt 20th level, your request succeeds automatically, no roll required.",
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              "name": "Proficiencies",
              "description": "<p><strong><span class=\"Serif-Character-Style_Bold-Serif\">Armor:</span></strong> Light armor, medium armor, shields<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Weapons:</span></strong> Simple weapons<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tools: </span></strong>None<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Saving Throws: </span></strong>Wisdom, Charisma<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skills:</span></strong> Choose two from History, Insight, Medicine, Persuasion, and Religion</p>",
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          "name": "Hero's Journey Boon",
          "description": "<p>At your GM's discretion you can be granted a Hero's Journey Boon.</p>",
          "snippet": "At your GM's discretion you have been granted a Hero's Journey Boon.",
          "activation": {
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            "activationType": null
          },
          "sourceId": null,
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          "name": "Dark Bargain",
          "description": "<p>At your GM's discretion, you can take a Dark Bargain.</p>",
          "snippet": "At your GM's discretion, you have taken a Dark Bargain.",
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        "notes": "Cleric players guide 2014",
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              "sourceId": null
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              "id": 4921921,
              "label": "Envy",
              "description": "<p><strong>Characteristics:</strong> Someone whose insecurities or past trauma have driven them to desire what others have. This person covets something so much that they’d be willing to do anything to get it, even at the expense of their loved ones.</p>\r\n<p><strong>Boon Ability:</strong> Choose an ally creature that you can see and gain proficiency in a skill they have proficiency in. This effect lasts for 1 hour. While you have proficiency in the chosen skill, the ally you copied it from has disadvantage in all checks that use that skill.</p>",
              "sourceId": null
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            {
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              "label": "Fearful",
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              "sourceId": null
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            {
              "id": 4921923,
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              "sourceId": null
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            {
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              "sourceId": null
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            {
              "id": 4921925,
              "label": "Heroic",
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              "sourceId": null
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            {
              "id": 4921926,
              "label": "Mercy",
              "description": "<p><strong>Characteristics:</strong> Those with the power to deal out judgment onto others but have the compassion and understanding to hold back.</p>\r\n<p><strong>Boon Ability:</strong> When you make an attack that would drop a creature below zero hit points, you can choose to forgo the damage, making a Charisma skill check with advantage instead. Once you use this boon, you can’t do so again until you finish a long rest.</p>",
              "sourceId": null
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            {
              "id": 4921927,
              "label": "Shame",
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              "sourceId": null
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            {
              "id": 4921928,
              "label": "Selfishness",
              "description": "<p><strong>Characteristics:</strong> Someone whose actions have worsened the lives of those closest to them. A character that, when they could have done the right thing, chose the path for the betterment of themselves over others.</p>\r\n<p><strong>Boon Ability:</strong> When you take damage, you can choose to regain 2 hit points for each ally you have within 30 feet of you. When you do so, each ally suffers a number of Necrotic damage equal to the hit points you recovered. Once you use this boon, you can’t do so again until you finish a long rest.</p>",
              "sourceId": null
            },
            {
              "id": 4921929,
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              "description": "<p><strong>Characteristics:</strong> Above all else, this person puts those around them before themselves. They wish to help the people they care the most about, sometimes to the detriment of their well-being.</p>\r\n<p><strong>Boon Ability:</strong> On your turn, you can forgo your action, allowing a character that can see or hear you to take an action or move. Once you use this boon, you can’t do so again until you finish a long rest.</p>",
              "sourceId": null
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            {
              "id": 5098955,
              "label": "Bestial Awakening (Intelligence)",
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              "sourceId": null
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            {
              "id": 5098956,
              "label": "Bestial Awakening (Wisdom)",
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              "sourceId": null
            },
            {
              "id": 5098957,
              "label": "Bestial Awakening (Charisma)",
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              "sourceId": null
            },
            {
              "id": 5098958,
              "label": "Call of the Lonely",
              "description": "<p>In the depths of your solitude, and when your hope withered on the branch, you were granted a companion you can call on. You never have to be alone again. This companion is Friendly toward you but is deeply unsettling to your allies.</p>\r\n<p><strong><em>Never Alone.</em></strong> When no other creature can see you, you can use a Bonus Action to call your companion, which appears in an unoccupied space within 10 feet of you. It takes the form of a person or a vague silhouette, and it uses the Doppelganger stat block. It is Friendly toward you and acts as your ally, and it takes its turn on your Initiative in combat. It disappears after 1 hour, when it dies, when you die, or when you use an action to politely dismiss it. When it disappears, it drops anything it was wearing or carrying.</p>\r\n<p>Once you use this Bonus Action, you can’t use it again until you finish a Long Rest.</p>\r\n<p><strong><em>Precocious Friend.</em></strong> The companion sometimes appears with trinkets, <a href=\"https://dndbeyond.com/sources/dnd/tcmp1/treasury#CursedCurios\">Cursed Curios</a>*, or other items. It might tell you where it got them, or it might not (GM’s choice). If it took the object from someone who misses it or wants it back, that could create difficulties for you.</p>\r\n<p><strong><em>Unsettling Presence.</em></strong> While your companion is summoned, both it and you exude a frightful air that unnerves your allies. While the companion is summoned, a creature that isn’t Hostile toward you that starts its turn able to see you or the companion must succeed on a DC 15 Wisdom saving throw or have the Frightened condition until the start of its next turn.</p>",
              "sourceId": null
            },
            {
              "id": 5098959,
              "label": "Collector of Stories (Intelligence)",
              "description": "<p>You have an insatiable desire to gather the tales of the world. Sometimes, you inadvertently take the story of meeting another person and keep it to yourself, forever.</p>\r\n<p><strong><em>Gathered Tales.</em></strong> You always have the Legend Lore spell prepared. You can cast it once without a spell slot or spell components, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using slots you have of the appropriate level. Intelligence is your spellcasting ability for the spell when you cast it without a spell slot.</p>\r\n<p><strong><em>Hoarded Stories.</em></strong> When you use this bargain to cast Legend Lore without a spell slot, a Friendly NPC (the GM chooses) forgets ever meeting you. You can meet them again and attempt to rebuild a relationship, but you forever cause an unsettling discomfort in them. That NPC’s attitude toward you can’t ever improve beyond Indifferent, and you have Disadvantage on all Charisma checks against them.</p>",
              "sourceId": null
            },
            {
              "id": 5098960,
              "label": "Collector of Stories (Wisdom)",
              "description": "<p>You have an insatiable desire to gather the tales of the world. Sometimes, you inadvertently take the story of meeting another person and keep it to yourself, forever.</p>\r\n<p><strong><em>Gathered Tales.</em></strong> You always have the Legend Lore spell prepared. You can cast it once without a spell slot or spell components, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using slots you have of the appropriate level. Wisdom is your spellcasting ability for the spell when you cast it without a spell slot.</p>\r\n<p><strong><em>Hoarded Stories.</em></strong> When you use this bargain to cast Legend Lore without a spell slot, a Friendly NPC (the GM chooses) forgets ever meeting you. You can meet them again and attempt to rebuild a relationship, but you forever cause an unsettling discomfort in them. That NPC’s attitude toward you can’t ever improve beyond Indifferent, and you have Disadvantage on all Charisma checks against them.</p>",
              "sourceId": null
            },
            {
              "id": 5098961,
              "label": "Collector of Stories (Charisma)",
              "description": "<p>You have an insatiable desire to gather the tales of the world. Sometimes, you inadvertently take the story of meeting another person and keep it to yourself, forever.</p>\r\n<p><strong><em>Gathered Tales.</em></strong> You always have the Legend Lore spell prepared. You can cast it once without a spell slot or spell components, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using slots you have of the appropriate level. Wisdom is your spellcasting ability for the spell when you cast it without a spell slot.</p>\r\n<p><strong><em>Hoarded Stories.</em></strong> When you use this bargain to cast Legend Lore without a spell slot, a Friendly NPC (the GM chooses) forgets ever meeting you. You can meet them again and attempt to rebuild a relationship, but you forever cause an unsettling discomfort in them. That NPC’s attitude toward you can’t ever improve beyond Indifferent, and you have Disadvantage on all Charisma checks against them.</p>",
              "sourceId": null
            },
            {
              "id": 5098962,
              "label": "Crooked Fortune",
              "description": "<p>The crooked fate that governs Druskenvald has taken a liking to you. You can avoid calamity, but you must pay back your good fortune eventually.</p>\r\n<p><strong><em>Cheat Fate.</em></strong> When you fail a saving throw, you can choose to succeed instead. When you do so, if you would take half damage on a successful save, you take no damage instead. Once you use Cheat Fate, you can’t use it again until you pay the price (see below).</p>\r\n<p><strong><em>Delayed Price.</em></strong> After you use Cheat Fate, your next three saving throws have Disadvantage and can’t have Advantage, and you gain 1 Exhaustion level when you succeed on one of the saves. Once you succeed or fail on the third saving throw, you regain the use of Cheat Fate. The powers that govern the warp and weft of fate don’t take kindly to cheating outside their terms&mdash;at the GM’s discretion, saving throws made intentionally or without true consequences simply to pay this price painlessly don’t count.</p>",
              "sourceId": null
            },
            {
              "id": 5098963,
              "label": "Cult of Personality",
              "description": "<p>You are a force of charm and allure with which to be reckoned. While others fall over themselves to stumble into your good graces, you might find that you end up needing them more than they need you.</p>\r\n<p><strong><em>Honeyed Words.</em></strong> As a Magic action, you can speak sweet words to a creature within 60 feet of you. The creature has the Charmed condition for 24 hours, until you use this feature again, or until you or your allies deal any damage to the target or force it to make a saving throw. The Charmed target is your ally and follows your commands as long as they don’t require the target to harm itself. If the target carries out a command it finds odious, it makes a DC 15 Wisdom saving throw, ending the condition on itself on a success. Once the condition ends, the target is immune to this feature for 24 hours.</p>\r\n<p>If the target has Immunity to the Charmed condition, it instead has Disadvantage on D20 Tests until the start of your next turn, and you gain a number of Temporary Hit Points equal to your level. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.</p>\r\n<p><strong><em>Solitary Weakness.</em></strong> If you start your turn with no allies that you can see or hear within 20 feet of you, you lose any Temporary Hit Points you have from any source, and you have Disadvantage on D20 Tests until the start of your next turn.</p>",
              "sourceId": null
            },
            {
              "id": 5098964,
              "label": "Hand of Death",
              "description": "<p>Death has no claim on you. In exchange for staying its cold hand without that hand closing, you become a maw through which death feeds on the world around you.</p>\r\n<p><strong><em>Adamant Endurance.</em></strong> You have Advantage on Constitution saving throws.</p>\r\n<p><strong><em>Cling to Life.</em></strong> When you have 0 Hit Points at the start of your turn, or when you die, you can instead choose to regain a number of Hit Points equal to half your maximum. Once you use this feature, you can’t use it again. After using it, whenever you regain Hit Points through any means, you gain only half that amount. Once a Humanoid (other than you) dies within 30 feet of you, you regain the use of this feature, and you can regain Hit Points as normal.</p>\r\n<p><strong><em>Death Knell.</em></strong> Other creatures within 10 feet of you have Disadvantage on Death Saving Throws, and you can’t restore Hit Points to a creature with 0 Hit Points by any means.</p>",
              "sourceId": null
            },
            {
              "id": 5098965,
              "label": "Might of the Old",
              "description": "<p>Ancient and primeval power dwells within the oldest forests of Druskenvald. These powers pour their strength into you but can overwhelm you with their unchanging nature.</p>\r\n<p><strong><em>Ancient Might.</em></strong> Your Strength score increases by 2, to a maximum of 22, and your Dexterity score decreases by 2.</p>\r\n<p><strong><em>Primeval Strength.</em></strong> As a Bonus Action, you can call upon the might of the ancients to raise your Strength score to 25 for 1 minute, during which time you deal double damage to objects. Once you use this Bonus Action, you can’t use it again until you finish a Long Rest.</p>\r\n<p><strong><em>Pyre’s Price.</em></strong> When you activate Primeval Strength, your skin takes on a bark-like texture, during which time you have Vulnerability to Fire damage. Your skin returns to normal when you finish a Long Rest.</p>",
              "sourceId": null
            },
            {
              "id": 5098966,
              "label": "Self-Serving Sacrifice (Intelligence)",
              "description": "<p>You can snatch others from the jaws of death, but your own grip lingers too tightly. The feeling of saving others from suffering fills you with resolve, even as it drains the vigor from those you rescue.</p>\r\n<p><strong><em>Critical Savior.</em></strong> When a creature within 120 feet of you is subjected to a Critical Hit or is reduced to 0 Hit Points, you can use your Reaction to magically switch places with the target. Each of you teleports to the other’s space. Roll a number of d6s equal to half your level. You take Force damage equal to the total rolled, you gain Heroic Inspiration, and your Exhaustion level, if any, is reduced by 1. The target regains Hit Points equal to the total rolled and gains 1 Exhaustion level. You can’t use this feature again until you finish a Short or Long Rest.</p>\r\n<p><strong><em>Draining Presence.</em></strong> When you finish a Short or Long Rest, each creature within 100 feet of you loses one Hit Point Die (before spending Hit Dice in the case of finishing a Short Rest).</p>\r\n<p><strong><em>Final Sacrifice.</em></strong> You can cast True Resurrection using this bargain requiring no spell slot or spell components. Intelligence is your spellcasting ability for the spell when you cast it without a spell slot.</p>\r\n<p>When you cast the spell this way, you die, and nothing can prevent it. Your soul is bound to torment the creature you returned to life, and you can’t be raised from the dead by any means. When the creature takes a Long Rest, it must roll a d20 halfway through the rest’s duration. On a 1, your soul takes the form of a Wraith within 100 feet of the creature and tries to kill it. The wraith vanishes after 8 hours, or when it dies. Once the wraith appears, it can’t appear again for 30 days.</p>",
              "sourceId": null
            },
            {
              "id": 5098967,
              "label": "Self-Serving Sacrifice (Wisdom)",
              "description": "<p>You can snatch others from the jaws of death, but your own grip lingers too tightly. The feeling of saving others from suffering fills you with resolve, even as it drains the vigor from those you rescue.</p>\r\n<p><strong><em>Critical Savior.</em></strong> When a creature within 120 feet of you is subjected to a Critical Hit or is reduced to 0 Hit Points, you can use your Reaction to magically switch places with the target. Each of you teleports to the other’s space. Roll a number of d6s equal to half your level. You take Force damage equal to the total rolled, you gain Heroic Inspiration, and your Exhaustion level, if any, is reduced by 1. The target regains Hit Points equal to the total rolled and gains 1 Exhaustion level. You can’t use this feature again until you finish a Short or Long Rest.</p>\r\n<p><strong><em>Draining Presence.</em></strong> When you finish a Short or Long Rest, each creature within 100 feet of you loses one Hit Point Die (before spending Hit Dice in the case of finishing a Short Rest).</p>\r\n<p><strong><em>Final Sacrifice.</em></strong> You can cast True Resurrection using this bargain requiring no spell slot or spell components. Wisdom is your spellcasting ability for the spell when you cast it without a spell slot.</p>\r\n<p>When you cast the spell this way, you die, and nothing can prevent it. Your soul is bound to torment the creature you returned to life, and you can’t be raised from the dead by any means. When the creature takes a Long Rest, it must roll a d20 halfway through the rest’s duration. On a 1, your soul takes the form of a Wraith within 100 feet of the creature and tries to kill it. The wraith vanishes after 8 hours, or when it dies. Once the wraith appears, it can’t appear again for 30 days.</p>",
              "sourceId": null
            },
            {
              "id": 5098968,
              "label": "Self-Serving Sacrifice (Charisma)",
              "description": "<p>You can snatch others from the jaws of death, but your own grip lingers too tightly. The feeling of saving others from suffering fills you with resolve, even as it drains the vigor from those you rescue.</p>\r\n<p><strong><em>Critical Savior.</em></strong> When a creature within 120 feet of you is subjected to a Critical Hit or is reduced to 0 Hit Points, you can use your Reaction to magically switch places with the target. Each of you teleports to the other’s space. Roll a number of d6s equal to half your level. You take Force damage equal to the total rolled, you gain Heroic Inspiration, and your Exhaustion level, if any, is reduced by 1. The target regains Hit Points equal to the total rolled and gains 1 Exhaustion level. You can’t use this feature again until you finish a Short or Long Rest.</p>\r\n<p><strong><em>Draining Presence.</em></strong> When you finish a Short or Long Rest, each creature within 100 feet of you loses one Hit Point Die (before spending Hit Dice in the case of finishing a Short Rest).</p>\r\n<p><strong><em>Final Sacrifice.</em></strong> You can cast True Resurrection using this bargain requiring no spell slot or spell components.&nbsp;Charisma&nbsp;is your spellcasting ability for the spell when you cast it without a spell slot.</p>\r\n<p>When you cast the spell this way, you die, and nothing can prevent it. Your soul is bound to torment the creature you returned to life, and you can’t be raised from the dead by any means. When the creature takes a Long Rest, it must roll a d20 halfway through the rest’s duration. On a 1, your soul takes the form of a Wraith within 100 feet of the creature and tries to kill it. The wraith vanishes after 8 hours, or when it dies. Once the wraith appears, it can’t appear again for 30 days.</p>",
              "sourceId": null
            },
            {
              "id": 5098969,
              "label": "Shrouded Spirit",
              "description": "<p>The pall of death drapes over you like the Shroud of Druskenvald. This shroud protects you from the depredations of the Undead, but it draws you ever nearer to their cold embrace.</p>\r\n<p><strong><em>Inured to Undeath.</em></strong> You have Resistance to Necrotic damage, and you have Advantage on saving throws against spells and effects created by Undead.</p>\r\n<p><strong><em>Unholy Appetite.</em></strong> You must consume one pound of raw flesh (it needn’t be fresh) per day or suffer Malnutrition.</p>\r\n<p><strong><em>Withering Soul.</em></strong> Features that detect your creature type, such as a Paladin’s Divine Sense or the Detect Evil and Good spell, treat you as Undead if your creature type isn’t Undead already.</p>",
              "sourceId": null
            },
            {
              "id": 5098970,
              "label": "Skin of Coffin Nails",
              "description": "<p>Your body becomes as coldly unrelenting as iron nails sealing away the dead. You can shrug off staggering punishment, but the waters of the world no longer embrace you, as if spiting your defiance.</p>\r\n<p><strong><em>Iron Grit.</em></strong> You gain Resistance to Bludgeoning, Piercing, or Slashing damage (your choice when you select this Dark Bargain). You can change the damage type to one of the other options when you finish a Short or Long Rest. When you suffer a Critical Hit from the chosen damage type, it becomes a normal hit instead.</p>\r\n<p><strong><em>Watery Doom.</em></strong> When you are immersed in water or splashed with at least 1 gallon of water (such as from a bucket or being rained on), your skin tightens and grows rusty until you finish a Short or Long Rest. During that time, your Speed and the time you can hold your breath are halved, and your Resistance to the chosen damage type for Iron Grit becomes Vulnerability instead. At the GM’s discretion, other liquids can also trigger this feature.</p>",
              "sourceId": null
            },
            {
              "id": 5098971,
              "label": "Stilled Hungers",
              "description": "<p>Food, drink, and maladies of the flesh have lost their hold over you, but these are the very things that keep a soul vital while in the land of the living. Your mind grows ravenous absent those urges&mdash;your thoughts crack with gnawing fears, and your dreams wither into crooked nightmares.</p>\r\n<p><strong><em>Sated Cravings.</em></strong> Forgoing food and drink doesn’t give you Exhaustion levels. You have Resistance to Poison damage, and you have Advantage on saving throws to avoid or end the Poisoned condition.</p>\r\n<p><strong><em>Tenuous Psyche.</em></strong> You have Vulnerability to Psychic damage and Disadvantage on saving throws to avoid or end the Frightened condition. A Calm Emotions spell cast on you suppresses this feature for its duration.</p>",
              "sourceId": null
            },
            {
              "id": 5098972,
              "label": "Unquenchable Fury",
              "description": "<p>Anger is a powerful tool. This bargain stokes it into a formidable inferno, but it threatens to consume everything in its path.</p>\r\n<p><strong><em>Furious Onslaught.</em></strong> As a Bonus Action, or when you take the Attack action on your turn, you can choose to enter a fury. While in this fury, you can make one additional melee attack when you take the Attack action on your turn, and you reduce all damage you take by an amount equal to your Proficiency Bonus. The fury ends if you have the Incapacitated condition, if you die, or if you end your turn and there are no creatures within 60 feet of you that you can see or hear. Once you use this feature, you can’t use it again until you finish a Long Rest. You also regain the use of this feature when you kill a Humanoid.</p>\r\n<p><strong><em>Red Haze.</em></strong> While you are in a fury, you must make a DC 15 Wisdom saving throw at the start of each of your turns. On a successful save, you can choose to end your fury or continue it. On a failed save, you no longer make the saving throw at the start of your turns, and you regard the creature nearest to you that you can see or hear as your enemy (if there are multiple, choose one at random). On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting that creature with melee attacks. If you’re unable to get close enough to the creature to attack it, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.</p>",
              "sourceId": null
            },
            {
              "id": 5098973,
              "label": "Wings of Whispers",
              "description": "<p>You have been gifted with secrets that you can call upon in the form of ravens and crows to bear you aloft, but at the risk of revealing your own secrets in turn.</p>\r\n<p><strong><em>Murderous Flight.</em></strong> As a Bonus Action, you can magically gain a Fly Speed equal to your Speed (and you can hover) for 10 minutes. During this time, a mass of shadows takes the shape of a murder of crows and ravens (but they aren’t truly creatures). The birds appear in a 20-foot Emanation originating from you and take flight and whirl around you when you fly. Once you use this feature, you can’t do so again until you finish a Short or Long Rest, unless you gain 1 Exhaustion level to use it again early.</p>\r\n<p><strong><em>Whispered Secrets.</em></strong> The birds that appear when you activate Murderous Flight remain and continue to follow you until you finish a Short or Long Rest. While the birds are present, you have Disadvantage on Dexterity (Stealth) checks, and the birds whisper your secrets into the minds of other creatures, granting them Advantage on Wisdom (Insight or Perception) checks made against you.</p>",
              "sourceId": null
            }
          ]
        }
      ],
      "definitionKeyNameMap": {
        "feat:1970713": "Hero's Journey Boon",
        "feat:2048517": "Dark Bargain"
      }
    },
    "actions": {
      "race": [],
      "class": [
        {
          "componentId": 110,
          "componentTypeId": 12168134,
          "id": "1015",
          "entityTypeId": "222216831",
          "limitedUse": {
            "name": null,
            "statModifierUsesId": null,
            "resetType": 1,
            "numberUsed": 0,
            "minNumberConsumed": 1,
            "maxNumberConsumed": 1,
            "maxUses": 1,
            "operator": 1,
            "useProficiencyBonus": false,
            "proficiencyBonusOperator": 1,
            "resetDice": null
          },
          "name": "Channel Divinity",
          "description": "<p class=\"compendium-hr\">At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain<span class=\"No-Break\">&nbsp;description.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Di<span class=\"No-Break\">vinity again.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric s<span class=\"No-Break\">pell save DC.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your e<span class=\"No-Break\">xpended uses.</span></p>",
          "snippet": "You can channel divine energy to fuel magical effects a number of times per short rest.",
          "abilityModifierStatId": null,
          "onMissDescription": "",
          "saveFailDescription": "",
          "saveSuccessDescription": "",
          "saveStatId": 5,
          "fixedSaveDc": null,
          "attackTypeRange": null,
          "actionType": 3,
          "attackSubtype": null,
          "dice": null,
          "value": null,
          "damageTypeId": null,
          "isMartialArts": false,
          "isProficient": false,
          "spellRangeType": null,
          "displayAsAttack": null,
          "range": {
            "range": null,
            "longRange": null,
            "aoeType": null,
            "aoeSize": null,
            "hasAoeSpecialDescription": false,
            "minimumRange": null
          },
          "activation": {
            "activationTime": null,
            "activationType": 8
          },
          "numberOfTargets": null,
          "fixedToHit": null,
          "ammunition": null
        },
        {
          "componentId": 110,
          "componentTypeId": 12168134,
          "id": "74143",
          "entityTypeId": "222216831",
          "limitedUse": null,
          "name": "Channel Divinity: Turn Undead",
          "description": "<p class=\"Core-Styles_Core-Body\">As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it take<span class=\"No-Break\">s any damage.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">A turned creature must spend its turns trying to move as far away from you as it can, and it can&rsquo;t willingly move to a space within 30 feet of you. It also can&rsquo;t take reactions. For its action, it can use only the [action]Dash[/action] action or try to escape from an effect that prevents it from moving. If there&rsquo;s nowhere to move, the creature can use the [action]<span class=\"No-Break\">Dodge[/action] action.</span></p>",
          "snippet": "As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC {{savedc:wis}}). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
          "abilityModifierStatId": null,
          "onMissDescription": "",
          "saveFailDescription": "",
          "saveSuccessDescription": "",
          "saveStatId": null,
          "fixedSaveDc": null,
          "attackTypeRange": null,
          "actionType": 3,
          "attackSubtype": null,
          "dice": null,
          "value": null,
          "damageTypeId": null,
          "isMartialArts": false,
          "isProficient": false,
          "spellRangeType": null,
          "displayAsAttack": null,
          "range": {
            "range": null,
            "longRange": null,
            "aoeType": null,
            "aoeSize": null,
            "hasAoeSpecialDescription": false,
            "minimumRange": null
          },
          "activation": {
            "activationTime": null,
            "activationType": 1
          },
          "numberOfTargets": null,
          "fixedToHit": null,
          "ammunition": null
        },
        {
          "componentId": 132,
          "componentTypeId": 12168134,
          "id": "53343",
          "entityTypeId": "222216831",
          "limitedUse": null,
          "name": "Channel Divinity: Preserve Life",
          "description": "",
          "snippet": "As an action, you can restore {{classlevel*5#unsigned}} HP. Choose any creatures within 30 ft. of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.",
          "abilityModifierStatId": null,
          "onMissDescription": "",
          "saveFailDescription": "",
          "saveSuccessDescription": "",
          "saveStatId": null,
          "fixedSaveDc": null,
          "attackTypeRange": null,
          "actionType": 3,
          "attackSubtype": null,
          "dice": null,
          "value": null,
          "damageTypeId": null,
          "isMartialArts": false,
          "isProficient": false,
          "spellRangeType": null,
          "displayAsAttack": null,
          "range": {
            "range": null,
            "longRange": null,
            "aoeType": null,
            "aoeSize": null,
            "hasAoeSpecialDescription": false,
            "minimumRange": null
          },
          "activation": {
            "activationTime": 1,
            "activationType": 1
          },
          "numberOfTargets": null,
          "fixedToHit": null,
          "ammunition": null
        },
        {
          "componentId": 3021050,
          "componentTypeId": 12168134,
          "id": "2426099",
          "entityTypeId": "222216831",
          "limitedUse": {
            "name": null,
            "statModifierUsesId": null,
            "resetType": 2,
            "numberUsed": 0,
            "minNumberConsumed": 1,
            "maxNumberConsumed": 1,
            "maxUses": 1,
            "operator": 1,
            "useProficiencyBonus": false,
            "proficiencyBonusOperator": 1,
            "resetDice": null
          },
          "name": "Harness Divine Power",
          "description": "<p><em>2nd-level cleric feature</em><br />You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you&rsquo;ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.</p>",
          "snippet": "You can expend a use of your <em>Channel Divinity</em> to fuel your spells. As a bonus action, you regain one expended spell slot of up to level {{(proficiency/2)@roundup#unsigned}}.\r\nYou regain all expended uses when you finish a long rest.",
          "abilityModifierStatId": null,
          "onMissDescription": "",
          "saveFailDescription": "",
          "saveSuccessDescription": "",
          "saveStatId": null,
          "fixedSaveDc": null,
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                "durationInterval": 1,
                "durationUnit": "Hour",
                "durationType": "Time"
              },
              "activation": {
                "activationTime": 1,
                "activationType": 1
              },
              "range": {
                "origin": "Touch",
                "rangeValue": 0,
                "aoeType": "Sphere",
                "aoeValue": 20
              },
              "asPartOfWeaponAttack": false,
              "description": "<p>You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.</p>\r\n<p>If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.</p>",
              "snippet": "",
              "concentration": false,
              "ritual": false,
              "rangeArea": null,
              "damageEffect": null,
              "components": [
                1,
                3
              ],
              "componentsDescription": "a firefly or phosphorescent moss",
              "saveDcAbilityId": 2,
              "healing": null,
              "healingDice": [],
              "tempHpDice": [],
              "attackType": null,
              "canCastAtHigherLevel": false,
              "isHomebrew": false,
              "version": null,
              "sourceId": null,
              "sourcePageNumber": 255,
              "requiresSavingThrow": true,
              "requiresAttackRoll": false,
              "atHigherLevels": {
                "higherLevelDefinitions": [],
                "additionalAttacks": [],
                "additionalTargets": [],
                "areaOfEffect": [],
                "duration": [],
                "creatures": [],
                "special": [],
                "points": [],
                "range": []
              },
              "modifiers": [],
              "conditions": [],
              "tags": [
                "Creation",
                "Utility"
              ],
              "castingTimeDescription": "",
              "scaleType": "characterlevel",
              "sources": [
                {
                  "sourceId": 1,
                  "pageNumber": null,
                  "sourceType": 2
                },
                {
                  "sourceId": 2,
                  "pageNumber": 255,
                  "sourceType": 1
                }
              ],
              "spellGroups": [],
              "isLegacy": true
            },
            "definitionId": 0,
            "prepared": false,
            "countsAsKnownSpell": true,
            "usesSpellSlot": false,
            "castAtLevel": null,
            "alwaysPrepared": false,
            "restriction": null,
            "spellCastingAbilityId": null,
            "displayAsAttack": null,
            "additionalDescription": null,
            "castOnlyAsRitual": false,
            "ritualCastingType": null,
            "range": {
              "origin": "Touch",
              "rangeValue": 0,
              "aoeType": "Sphere",
              "aoeValue": 20
            },
            "activation": {
              "activationTime": 1,
              "activationType": 1
            },
            "baseLevelAtWill": false,
            "atWillLimitedUseLevel": null,
            "isSignatureSpell": null,
            "componentId": 0,
            "componentTypeId": 0,
            "spellListId": null
          },
          {
            "overrideSaveDc": null,
            "limitedUse": null,
            "id": 21172490,
            "entityTypeId": 435869154,
            "definition": {
              "id": 2619143,
              "definitionKey": "1118725998:2619143",
              "name": "Healing Word",
              "level": 1,
              "school": "Abjuration",
              "duration": {
                "durationInterval": 0,
                "durationUnit": null,
                "durationType": "Instantaneous"
              },
              "activation": {
                "activationTime": 1,
                "activationType": 3
              },
              "range": {
                "origin": "Ranged",
                "rangeValue": 60,
                "aoeType": null,
                "aoeValue": null
              },
              "asPartOfWeaponAttack": false,
              "description": "<p>A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.</p>\r\n<p><strong><em>Using a Higher-Level Spell Slot.</em></strong> The healing increases by 2d4 for each spell slot level above 1.</p>",
              "snippet": "",
              "concentration": false,
              "ritual": false,
              "rangeArea": null,
              "damageEffect": null,
              "components": [
                1
              ],
              "componentsDescription": "",
              "saveDcAbilityId": null,
              "healing": null,
              "healingDice": [],
              "tempHpDice": [],
              "attackType": null,
              "canCastAtHigherLevel": true,
              "isHomebrew": false,
              "version": null,
              "sourceId": null,
              "sourcePageNumber": 284,
              "requiresSavingThrow": false,
              "requiresAttackRoll": false,
              "atHigherLevels": {
                "higherLevelDefinitions": [],
                "additionalAttacks": [],
                "additionalTargets": [],
                "areaOfEffect": [],
                "duration": [],
                "creatures": [],
                "special": [],
                "points": [],
                "range": []
              },
              "modifiers": [
                {
                  "fixedValue": null,
                  "id": "spell_2619143_2142233",
                  "entityId": null,
                  "entityTypeId": null,
                  "type": "bonus",
                  "subType": "hit-points",
                  "dice": null,
                  "restriction": "",
                  "statId": null,
                  "requiresAttunement": false,
                  "duration": null,
                  "friendlyTypeName": "Bonus",
                  "friendlySubtypeName": "Hit Points",
                  "isGranted": false,
                  "bonusTypes": [],
                  "value": null,
                  "availableToMulticlass": null,
                  "modifierTypeId": 0,
                  "modifierSubTypeId": 0,
                  "componentId": 0,
                  "componentTypeId": 0,
                  "die": {
                    "diceCount": 2,
                    "diceValue": 4,
                    "diceMultiplier": null,
                    "fixedValue": null,
                    "diceString": "2d4"
                  },
                  "count": 1,
                  "durationUnit": null,
                  "usePrimaryStat": true,
                  "atHigherLevels": {
                    "higherLevelDefinitions": [
                      {
                        "level": 1,
                        "typeId": 15,
                        "dice": {
                          "diceCount": 2,
                          "diceValue": 4,
                          "diceMultiplier": null,
                          "fixedValue": 0,
                          "diceString": "2d4"
                        },
                        "value": null,
                        "details": ""
                      }
                    ],
                    "additionalAttacks": [],
                    "additionalTargets": [],
                    "areaOfEffect": [],
                    "duration": [],
                    "creatures": [],
                    "special": [],
                    "points": [],
                    "range": []
                  }
                }
              ],
              "conditions": [],
              "tags": [
                "Healing"
              ],
              "castingTimeDescription": "",
              "scaleType": "spellscale",
              "sources": [
                {
                  "sourceId": 145,
                  "pageNumber": 284,
                  "sourceType": 1
                }
              ],
              "spellGroups": [
                1
              ],
              "isLegacy": false
            },
            "definitionId": 0,
            "prepared": true,
            "countsAsKnownSpell": true,
            "usesSpellSlot": true,
            "castAtLevel": null,
            "alwaysPrepared": false,
            "restriction": null,
            "spellCastingAbilityId": null,
            "displayAsAttack": null,
            "additionalDescription": null,
            "castOnlyAsRitual": false,
            "ritualCastingType": null,
            "range": {
              "origin": "Ranged",
              "rangeValue": 60,
              "aoeType": null,
              "aoeValue": null
            },
            "activation": {
              "activationTime": 1,
              "activationType": 3
            },
            "baseLevelAtWill": false,
            "atWillLimitedUseLevel": null,
            "isSignatureSpell": null,
            "componentId": 0,
            "componentTypeId": 0,
            "spellListId": null
          },
          {
            "overrideSaveDc": null,
            "limitedUse": null,
            "id": 21171560,
            "entityTypeId": 435869154,
            "definition": {
              "id": 2618985,
              "definitionKey": "1118725998:2618985",
              "name": "Command",
              "level": 1,
              "school": "Enchantment",
              "duration": {
                "durationInterval": 0,
                "durationUnit": null,
                "durationType": "Instantaneous"
              },
              "activation": {
                "activationTime": 1,
                "activationType": 1
              },
              "range": {
                "origin": "Ranged",
                "rangeValue": 60,
                "aoeType": null,
                "aoeValue": null
              },
              "asPartOfWeaponAttack": false,
              "description": "<p>You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:</p>\r\n<p><strong>Approach.</strong> The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.</p>\r\n<p><strong>Drop.</strong> The target drops whatever it is holding and then ends its turn.</p>\r\n<p><strong>Flee.</strong> The target spends its turn moving away from you by the fastest available means.</p>\r\n<p><strong>Grovel.</strong> The target has the Prone condition and then ends its turn.</p>\r\n<p><strong>Halt.</strong> On its turn, the target doesn’t move and takes no action or Bonus Action.</p>\r\n<p><strong><em>Using a Higher-Level Spell Slot.</em></strong> You can affect one additional creature for each spell slot level above 1.</p>",
              "snippet": "",
              "concentration": false,
              "ritual": false,
              "rangeArea": null,
              "damageEffect": null,
              "components": [
                1
              ],
              "componentsDescription": "",
              "saveDcAbilityId": 5,
              "healing": null,
              "healingDice": [],
              "tempHpDice": [],
              "attackType": null,
              "canCastAtHigherLevel": true,
              "isHomebrew": false,
              "version": null,
              "sourceId": null,
              "sourcePageNumber": 251,
              "requiresSavingThrow": true,
              "requiresAttackRoll": false,
              "atHigherLevels": {
                "higherLevelDefinitions": [
                  {
                    "level": 1,
                    "typeId": 1,
                    "dice": null,
                    "value": 1,
                    "details": ""
                  }
                ],
                "additionalAttacks": [],
                "additionalTargets": [],
                "areaOfEffect": [],
                "duration": [],
                "creatures": [],
                "special": [],
                "points": [],
                "range": []
              },
              "modifiers": [],
              "conditions": [
                {
                  "type": 1,
                  "conditionId": 12,
                  "conditionDuration": 0,
                  "durationUnit": "Round",
                  "exception": ""
                }
              ],
              "tags": [
                "Control"
              ],
              "castingTimeDescription": "",
              "scaleType": "spellscale",
              "sources": [
                {
                  "sourceId": 145,
                  "pageNumber": 251,
                  "sourceType": 1
                }
              ],
              "spellGroups": [],
              "isLegacy": false
            },
            "definitionId": 0,
            "prepared": true,
            "countsAsKnownSpell": true,
            "usesSpellSlot": true,
            "castAtLevel": null,
            "alwaysPrepared": false,
            "restriction": null,
            "spellCastingAbilityId": null,
            "displayAsAttack": null,
            "additionalDescription": null,
            "castOnlyAsRitual": false,
            "ritualCastingType": null,
            "range": {
              "origin": "Ranged",
              "rangeValue": 60,
              "aoeType": null,
              "aoeValue": null
            },
            "activation": {
              "activationTime": 1,
              "activationType": 1
            },
            "baseLevelAtWill": false,
            "atWillLimitedUseLevel": null,
            "isSignatureSpell": null,
            "componentId": 0,
            "componentTypeId": 0,
            "spellListId": null
          },
          {
            "overrideSaveDc": null,
            "limitedUse": null,
            "id": 21172706,
            "entityTypeId": 435869154,
            "definition": {
              "id": 2619181,
              "definitionKey": "1118725998:2619181",
              "name": "Inflict Wounds",
              "level": 1,
              "school": "Necromancy",
              "duration": {
                "durationInterval": 0,
                "durationUnit": null,
                "durationType": "Instantaneous"
              },
              "activation": {
                "activationTime": 1,
                "activationType": 1
              },
              "range": {
                "origin": "Touch",
                "rangeValue": 0,
                "aoeType": null,
                "aoeValue": null
              },
              "asPartOfWeaponAttack": false,
              "description": "<p>A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.</p>\r\n<p><strong><em>Using a Higher-Level Spell Slot.</em></strong> The damage increases by 1d10 for each spell slot level above 1.</p>",
              "snippet": "",
              "concentration": false,
              "ritual": false,
              "rangeArea": null,
              "damageEffect": null,
              "components": [
                1,
                2
              ],
              "componentsDescription": "",
              "saveDcAbilityId": 3,
              "healing": null,
              "healingDice": [],
              "tempHpDice": [],
              "attackType": null,
              "canCastAtHigherLevel": true,
              "isHomebrew": false,
              "version": null,
              "sourceId": null,
              "sourcePageNumber": 288,
              "requiresSavingThrow": true,
              "requiresAttackRoll": false,
              "atHigherLevels": {
                "higherLevelDefinitions": [],
                "additionalAttacks": [],
                "additionalTargets": [],
                "areaOfEffect": [],
                "duration": [],
                "creatures": [],
                "special": [],
                "points": [],
                "range": []
              },
              "modifiers": [
                {
                  "fixedValue": null,
                  "id": "spell_2619181_2142286",
                  "entityId": null,
                  "entityTypeId": null,
                  "type": "damage",
                  "subType": "necrotic",
                  "dice": null,
                  "restriction": "",
                  "statId": null,
                  "requiresAttunement": false,
                  "duration": null,
                  "friendlyTypeName": "Damage",
                  "friendlySubtypeName": "Necrotic",
                  "isGranted": false,
                  "bonusTypes": [],
                  "value": null,
                  "availableToMulticlass": null,
                  "modifierTypeId": 0,
                  "modifierSubTypeId": 0,
                  "componentId": 0,
                  "componentTypeId": 0,
                  "die": {
                    "diceCount": 2,
                    "diceValue": 10,
                    "diceMultiplier": null,
                    "fixedValue": null,
                    "diceString": "2d10"
                  },
                  "count": 1,
                  "durationUnit": null,
                  "usePrimaryStat": false,
                  "atHigherLevels": {
                    "higherLevelDefinitions": [
                      {
                        "level": 1,
                        "typeId": 15,
                        "dice": {
                          "diceCount": 1,
                          "diceValue": 10,
                          "diceMultiplier": null,
                          "fixedValue": 0,
                          "diceString": "1d10"
                        },
                        "value": null,
                        "details": ""
                      }
                    ],
                    "additionalAttacks": [],
                    "additionalTargets": [],
                    "areaOfEffect": [],
                    "duration": [],
                    "creatures": [],
                    "special": [],
                    "points": [],
                    "range": []
                  }
                }
              ],
              "conditions": [],
              "tags": [
                "Damage"
              ],
              "castingTimeDescription": "",
              "scaleType": "spellscale",
              "sources": [
                {
                  "sourceId": 145,
                  "pageNumber": 288,
                  "sourceType": 1
                }
              ],
              "spellGroups": [],
              "isLegacy": false
            },
            "definitionId": 0,
            "prepared": true,
            "countsAsKnownSpell": true,
            "usesSpellSlot": true,
            "castAtLevel": null,
            "alwaysPrepared": false,
            "restriction": null,
            "spellCastingAbilityId": null,
            "displayAsAttack": null,
            "additionalDescription": null,
            "castOnlyAsRitual": false,
            "ritualCastingType": null,
            "range": {
              "origin": "Touch",
              "rangeValue": 0,
              "aoeType": null,
              "aoeValue": null
            },
            "activation": {
              "activationTime": 1,
              "activationType": 1
            },
            "baseLevelAtWill": false,
            "atWillLimitedUseLevel": null,
            "isSignatureSpell": null,
            "componentId": 0,
            "componentTypeId": 0,
            "spellListId": null
          },
          {
            "overrideSaveDc": null,
            "limitedUse": null,
            "id": 21171075,
            "entityTypeId": 435869154,
            "definition": {
              "id": 2618900,
              "definitionKey": "1118725998:2618900",
              "name": "Bane",
              "level": 1,
              "school": "Enchantment",
              "duration": {
                "durationInterval": 1,
                "durationUnit": "Minute",
                "durationType": "Concentration"
              },
              "activation": {
                "activationTime": 1,
                "activationType": 1
              },
              "range": {
                "origin": "Ranged",
                "rangeValue": 30,
                "aoeType": null,
                "aoeValue": null
              },
              "asPartOfWeaponAttack": false,
              "description": "<p>Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.</p>\r\n<p><strong><em>Using a Higher-Level Spell Slot.</em></strong> You can target one additional creature for each spell slot level above 1.</p>",
              "snippet": "",
              "concentration": true,
              "ritual": false,
              "rangeArea": null,
              "damageEffect": null,
              "components": [
                1,
                2,
                3
              ],
              "componentsDescription": "a drop of blood",
              "saveDcAbilityId": 6,
              "healing": null,
              "healingDice": [],
              "tempHpDice": [],
              "attackType": null,
              "canCastAtHigherLevel": true,
              "isHomebrew": false,
              "version": null,
              "sourceId": null,
              "sourcePageNumber": 245,
              "requiresSavingThrow": true,
              "requiresAttackRoll": false,
              "atHigherLevels": {
                "higherLevelDefinitions": [
                  {
                    "level": 1,
                    "typeId": 1,
                    "dice": null,
                    "value": 1,
                    "details": ""
                  }
                ],
                "additionalAttacks": [],
                "additionalTargets": [],
                "areaOfEffect": [],
                "duration": [],
                "creatures": [],
                "special": [],
                "points": [],
                "range": []
              },
              "modifiers": [],
              "conditions": [],
              "tags": [
                "Debuff"
              ],
              "castingTimeDescription": "",
              "scaleType": "spellscale",
              "sources": [
                {
                  "sourceId": 145,
                  "pageNumber": 245,
                  "sourceType": 1
                }
              ],
              "spellGroups": [],
              "isLegacy": false
            },
            "definitionId": 0,
            "prepared": true,
            "countsAsKnownSpell": true,
            "usesSpellSlot": true,
            "castAtLevel": null,
            "alwaysPrepared": false,
            "restriction": null,
            "spellCastingAbilityId": null,
            "displayAsAttack": null,
            "additionalDescription": null,
            "castOnlyAsRitual": false,
            "ritualCastingType": null,
            "range": {
              "origin": "Ranged",
              "rangeValue": 30,
              "aoeType": null,
              "aoeValue": null
            },
            "activation": {
              "activationTime": 1,
              "activationType": 1
            },
            "baseLevelAtWill": false,
            "atWillLimitedUseLevel": null,
            "isSignatureSpell": null,
            "componentId": 0,
            "componentTypeId": 0,
            "spellListId": null
          },
          {
            "overrideSaveDc": null,
            "limitedUse": null,
            "id": 21172450,
            "entityTypeId": 435869154,
            "definition": {
              "id": 2619136,
              "definitionKey": "1118725998:2619136",
              "name": "Guiding Bolt",
              "level": 1,
              "school": "Evocation",
              "duration": {
                "durationInterval": 1,
                "durationUnit": "Round",
                "durationType": "Time"
              },
              "activation": {
                "activationTime": 1,
                "activationType": 1
              },
              "range": {
                "origin": "Ranged",
                "rangeValue": 120,
                "aoeType": null,
                "aoeValue": null
              },
              "asPartOfWeaponAttack": false,
              "description": "<p>You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.</p>\r\n<p><strong><em>Using a Higher-Level Spell Slot.</em></strong> The damage increases by 1d6 for each spell slot level above 1.</p>",
              "snippet": "",
              "concentration": false,
              "ritual": false,
              "rangeArea": null,
              "damageEffect": null,
              "components": [
                1,
                2
              ],
              "componentsDescription": "",
              "saveDcAbilityId": null,
              "healing": null,
              "healingDice": [],
              "tempHpDice": [],
              "attackType": 2,
              "canCastAtHigherLevel": true,
              "isHomebrew": false,
              "version": null,
              "sourceId": null,
              "sourcePageNumber": 282,
              "requiresSavingThrow": false,
              "requiresAttackRoll": true,
              "atHigherLevels": {
                "higherLevelDefinitions": [],
                "additionalAttacks": [],
                "additionalTargets": [],
                "areaOfEffect": [],
                "duration": [],
                "creatures": [],
                "special": [],
                "points": [],
                "range": []
              },
              "modifiers": [
                {
                  "fixedValue": null,
                  "id": "spell_2619136_2142221",
                  "entityId": null,
                  "entityTypeId": null,
                  "type": "damage",
                  "subType": "radiant",
                  "dice": null,
                  "restriction": "",
                  "statId": null,
                  "requiresAttunement": false,
                  "duration": null,
                  "friendlyTypeName": "Damage",
                  "friendlySubtypeName": "Radiant",
                  "isGranted": false,
                  "bonusTypes": [],
                  "value": null,
                  "availableToMulticlass": null,
                  "modifierTypeId": 0,
                  "modifierSubTypeId": 0,
                  "componentId": 0,
                  "componentTypeId": 0,
                  "die": {
                    "diceCount": 4,
                    "diceValue": 6,
                    "diceMultiplier": null,
                    "fixedValue": null,
                    "diceString": "4d6"
                  },
                  "count": 1,
                  "durationUnit": null,
                  "usePrimaryStat": false,
                  "atHigherLevels": {
                    "higherLevelDefinitions": [
                      {
                        "level": 1,
                        "typeId": 15,
                        "dice": {
                          "diceCount": 1,
                          "diceValue": 6,
                          "diceMultiplier": null,
                          "fixedValue": 0,
                          "diceString": "1d6"
                        },
                        "value": null,
                        "details": ""
                      }
                    ],
                    "additionalAttacks": [],
                    "additionalTargets": [],
                    "areaOfEffect": [],
                    "duration": [],
                    "creatures": [],
                    "special": [],
                    "points": [],
                    "range": []
                  }
                },
                {
                  "fixedValue": null,
                  "id": "spell_2619136_2142222",
                  "entityId": null,
                  "entityTypeId": null,
                  "type": "advantage",
                  "subType": "melee-attacks",
                  "dice": null,
                  "restriction": "Against Target On Hit",
                  "statId": null,
                  "requiresAttunement": false,
                  "duration": null,
                  "friendlyTypeName": "Advantage",
                  "friendlySubtypeName": "Melee Attacks",
                  "isGranted": false,
                  "bonusTypes": [],
                  "value": null,
                  "availableToMulticlass": null,
                  "modifierTypeId": 0,
                  "modifierSubTypeId": 0,
                  "componentId": 0,
                  "componentTypeId": 0,
                  "die": {
                    "diceCount": null,
                    "diceValue": null,
                    "diceMultiplier": null,
                    "fixedValue": null,
                    "diceString": null
                  },
                  "count": 1,
                  "durationUnit": null,
                  "usePrimaryStat": false,
                  "atHigherLevels": {
                    "higherLevelDefinitions": [],
                    "additionalAttacks": [],
                    "additionalTargets": [],
                    "areaOfEffect": [],
                    "duration": [],
                    "creatures": [],
                    "special": [],
                    "points": [],
                    "range": []
                  }
                },
                {
                  "fixedValue": null,
                  "id": "spell_2619136_2142223",
                  "entityId": null,
                  "entityTypeId": null,
                  "type": "advantage",
                  "subType": "ranged-attacks",
                  "dice": null,
                  "restriction": "Against Target On Hit",
                  "statId": null,
                  "requiresAttunement": false,
                  "duration": null,
                  "friendlyTypeName": "Advantage",
                  "friendlySubtypeName": "Ranged Attacks",
                  "isGranted": false,
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