[
  {
    "id": "agonizing-blast",
    "name": "Agonizing Blast",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 2,
        "chooseSpell": {
          "level": 0,
          "class": "warlock",
          "dealsDamage": true,
          "attackRoll": false
        },
        "text": "Level 2, Warlock Cantrip That Deals Damage"
      }
    ],
    "description": [
      "Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls.",
      "Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip."
    ],
    "repeatable": true
  },
  {
    "id": "ambush",
    "name": "Ambush",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition."
    ],
    "activation": "special"
  },
  {
    "id": "arcane-propulsion-armor",
    "name": "Arcane Propulsion Armor",
    "source": "TCE",
    "types": [
      "AI"
    ],
    "prerequisites": [
      {
        "level": 14,
        "text": "Level 14, A suit of armor (requires attunement)",
        "unevaluable": true
      }
    ],
    "description": [
      "The wearer of this armor gains these benefits:",
      "• The wearer's walking speed increases by 5 feet.",
      "• The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.",
      "• The armor can't be removed against the wearer's will.",
      "• If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace."
    ]
  },
  {
    "id": "armor-of-magical-strength",
    "name": "Armor of Magical Strength",
    "source": "TCE",
    "types": [
      "AI"
    ],
    "prerequisites": [
      {
        "text": "A suit of armor (requires attunement)",
        "unevaluable": true
      }
    ],
    "description": [
      "This armor has 6 charges. The wearer can expend the armor's charges in the following ways:",
      "• When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.",
      "• If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.",
      "The armor regains 1d6 expended charges daily at dawn."
    ]
  },
  {
    "id": "armor-of-shadows",
    "name": "Armor of Shadows",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [],
    "description": [
      "You can cast Mage Armor on yourself without expending a spell slot."
    ]
  },
  {
    "id": "ascendant-step",
    "name": "Ascendant Step",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 5,
        "text": "Level 5"
      }
    ],
    "description": [
      "You can cast Levitate on yourself without expending a spell slot."
    ]
  },
  {
    "id": "aspect-of-the-moon",
    "name": "Aspect of the Moon",
    "source": "XGE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "optionalFeatures": [
          "pact-of-the-tome"
        ],
        "text": "Level 2, Pact of the Tome",
        "level": 2
      }
    ],
    "description": [
      "You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch."
    ]
  },
  {
    "id": "bait-and-switch",
    "name": "Bait and Switch",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When you're within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks.",
      "Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled."
    ],
    "activation": "special"
  },
  {
    "id": "banishing-arrow",
    "name": "Banishing Arrow",
    "source": "XGE",
    "types": [
      "AS"
    ],
    "prerequisites": [],
    "description": [
      "You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.",
      "After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it."
    ]
  },
  {
    "id": "beguiling-arrow",
    "name": "Beguiling Arrow",
    "source": "XGE",
    "types": [
      "AS"
    ],
    "prerequisites": [],
    "description": [
      "Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.",
      "The psychic damage increases to 4d6 when you reach 18th level in this class."
    ]
  },
  {
    "id": "bond-of-the-talisman",
    "name": "Bond of the Talisman",
    "source": "TCE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 12,
        "optionalFeatures": [
          "pact-of-the-talisman"
        ],
        "text": "Level 12, Pact of the Talisman"
      }
    ],
    "description": [
      "While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest."
    ],
    "activation": "action"
  },
  {
    "id": "brace",
    "name": "Brace",
    "source": "TCE",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll."
    ],
    "activation": "reaction"
  },
  {
    "id": "bursting-arrow",
    "name": "Bursting Arrow",
    "source": "XGE",
    "types": [
      "AS"
    ],
    "prerequisites": [],
    "description": [
      "You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.",
      "The force damage increases to 4d6 when you reach 18th level in this class."
    ]
  },
  {
    "id": "careful-spell",
    "name": "Careful Spell",
    "source": "XPHB",
    "types": [
      "MM"
    ],
    "prerequisites": [],
    "description": [
      "When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save."
    ],
    "activation": "special"
  },
  {
    "id": "celebrated-in-house",
    "name": "Celebrated in House",
    "source": "EFA",
    "types": [
      "RP"
    ],
    "prerequisites": [
      {
        "text": "Dragonmarked House Renown 25+",
        "unevaluable": true
      }
    ],
    "description": [
      "When you request a favor from your house (as described under \"Favored in House\"), it can take one of the following additional forms:",
      "• A dragonmarked member of the house casts for you a level 3 or 4 spell associated with the house's mark at no cost.",
      "• A member of the house casts for you a different spell of level 6 or lower at half the usual cost.",
      "• You gain a bodyguard for the duration of your next mission for the house (maximum of 1 week). The bodyguard—a creature with a Challenge Rating no higher than half your level (round up)—is appropriate to your house.",
      "In addition, your house stipend increases to support your Wealthy lifestyle (4 GP per day)."
    ]
  },
  {
    "id": "cloak-of-flies",
    "name": "Cloak of Flies",
    "source": "XGE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 5,
        "text": "Level 5"
      }
    ],
    "description": [
      "As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.",
      "The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).",
      "Once you use this invocation, you can't use it again until you finish a short or long rest."
    ],
    "activation": "bonus"
  },
  {
    "id": "cloud-rune",
    "name": "Cloud Rune",
    "source": "TCE",
    "types": [
      "RN"
    ],
    "prerequisites": [],
    "description": [
      "This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.",
      "In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest."
    ],
    "activation": "reaction"
  },
  {
    "id": "commander-s-strike",
    "name": "Commander's Strike",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack's damage roll on a hit."
    ],
    "activation": "special"
  },
  {
    "id": "commanding-presence",
    "name": "Commanding Presence",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll."
    ],
    "activation": "special"
  },
  {
    "id": "devil-s-sight",
    "name": "Devil's Sight",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 2,
        "text": "Level 2"
      }
    ],
    "description": [
      "You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself."
    ]
  },
  {
    "id": "devouring-blade",
    "name": "Devouring Blade",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 12,
        "optionalFeatures": [
          "thirsting-blade"
        ],
        "text": "Level 12, Thirsting Blade"
      }
    ],
    "description": [
      "The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one."
    ]
  },
  {
    "id": "disarming-attack",
    "name": "Disarming Attack",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack's damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it's holding, with the object landing in its space."
    ],
    "activation": "special"
  },
  {
    "id": "distant-spell",
    "name": "Distant Spell",
    "source": "XPHB",
    "types": [
      "MM"
    ],
    "prerequisites": [],
    "description": [
      "When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet."
    ],
    "activation": "special"
  },
  {
    "id": "distracting-strike",
    "name": "Distracting Strike",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack's damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn."
    ],
    "activation": "special"
  },
  {
    "id": "eldritch-mind",
    "name": "Eldritch Mind",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [],
    "description": [
      "You have Advantage on Constitution saving throws that you make to maintain Concentration."
    ]
  },
  {
    "id": "eldritch-smite",
    "name": "Eldritch Smite",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 5,
        "optionalFeatures": [
          "pact-of-the-blade"
        ],
        "text": "Level 5, Pact of the Blade"
      }
    ],
    "description": [
      "Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller."
    ],
    "activation": "special"
  },
  {
    "id": "eldritch-spear",
    "name": "Eldritch Spear",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 2,
        "chooseSpell": {
          "level": 0,
          "class": "warlock",
          "dealsDamage": true,
          "attackRoll": false
        },
        "text": "Level 2, Warlock Cantrip That Deals Damage"
      }
    ],
    "description": [
      "Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.",
      "Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip."
    ],
    "repeatable": true
  },
  {
    "id": "empowered-spell",
    "name": "Empowered Spell",
    "source": "XPHB",
    "types": [
      "MM"
    ],
    "prerequisites": [],
    "description": [
      "When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.",
      "You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell."
    ],
    "activation": "special"
  },
  {
    "id": "enfeebling-arrow",
    "name": "Enfeebling Arrow",
    "source": "XGE",
    "types": [
      "AS"
    ],
    "prerequisites": [],
    "description": [
      "You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.",
      "The necrotic damage increases to 4d6 when you reach 18th level in this class."
    ]
  },
  {
    "id": "enhanced-arcane-focus",
    "name": "Enhanced Arcane Focus",
    "source": "TCE",
    "types": [
      "AI"
    ],
    "prerequisites": [
      {
        "text": "A rod, staff, or wand (requires attunement)",
        "unevaluable": true
      }
    ],
    "description": [
      "While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.",
      "The bonus increases to +2 when you reach 10th level in this class."
    ]
  },
  {
    "id": "enhanced-defense",
    "name": "Enhanced Defense",
    "source": "TCE",
    "types": [
      "AI"
    ],
    "prerequisites": [
      {
        "text": "A suit of armor or a shield",
        "unevaluable": true
      }
    ],
    "description": [
      "A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.",
      "The bonus increases to +2 when you reach 10th level in this class."
    ]
  },
  {
    "id": "enhanced-weapon",
    "name": "Enhanced Weapon",
    "source": "TCE",
    "types": [
      "AI"
    ],
    "prerequisites": [
      {
        "text": "A simple or martial weapon",
        "unevaluable": true
      }
    ],
    "description": [
      "This magic weapon grants a +1 bonus to attack and damage rolls made with it.",
      "The bonus increases to +2 when you reach 10th level in this class."
    ]
  },
  {
    "id": "evasive-footwork",
    "name": "Evasive Footwork",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn."
    ],
    "activation": "bonus"
  },
  {
    "id": "extended-spell",
    "name": "Extended Spell",
    "source": "XPHB",
    "types": [
      "MM"
    ],
    "prerequisites": [],
    "description": [
      "When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.",
      "If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration."
    ],
    "activation": "special"
  },
  {
    "id": "far-scribe",
    "name": "Far Scribe",
    "source": "TCE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 5,
        "optionalFeatures": [
          "pact-of-the-tome"
        ],
        "text": "Level 5, Pact of the Tome"
      }
    ],
    "description": [
      "A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.",
      "You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.",
      "As an action, you can magically erase a name on the page by touching it."
    ],
    "activation": "action"
  },
  {
    "id": "favored-in-house",
    "name": "Favored in House",
    "source": "EFA",
    "types": [
      "RP"
    ],
    "prerequisites": [
      {
        "text": "Dragonmarked House Renown 3+",
        "unevaluable": true
      }
    ],
    "description": [
      "You can request a favor from your house, which can take one of the following forms:",
      "• A member of the house casts for you a different spell of level 3 or lower at half the usual cost.",
      "You can request such a favor a number of times equal to your Renown Score. If your Renown Score falls below the total number of favors you have requested, a higher-ranking member of the house might call in a favor from you, sending you on a mission for house or personal business.",
      "In addition, your house pays you a stipend that supports your Modest lifestyle (1 GP per day)."
    ]
  },
  {
    "id": "feinting-attack",
    "name": "Feinting Attack",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack's damage roll."
    ],
    "activation": "bonus"
  },
  {
    "id": "fiendish-vigor",
    "name": "Fiendish Vigor",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 2,
        "text": "Level 2"
      }
    ],
    "description": [
      "You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die."
    ]
  },
  {
    "id": "fire-rune",
    "name": "Fire Rune",
    "source": "TCE",
    "types": [
      "RN"
    ],
    "prerequisites": [],
    "description": [
      "This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.",
      "In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest."
    ]
  },
  {
    "id": "frost-rune",
    "name": "Frost Rune",
    "source": "TCE",
    "types": [
      "RN"
    ],
    "prerequisites": [],
    "description": [
      "This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.",
      "In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest."
    ],
    "activation": "bonus"
  },
  {
    "id": "gaze-of-two-minds",
    "name": "Gaze of Two Minds",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 5,
        "text": "Level 5"
      }
    ],
    "description": [
      "You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way.",
      "While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other."
    ],
    "activation": "bonus"
  },
  {
    "id": "ghostly-gaze",
    "name": "Ghostly Gaze",
    "source": "XGE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 7,
        "text": "Level 7"
      }
    ],
    "description": [
      "As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.",
      "Once you use this invocation, you can't use it again until you finish a short or long rest."
    ],
    "activation": "action"
  },
  {
    "id": "gift-of-the-depths",
    "name": "Gift of the Depths",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 5,
        "text": "Level 5"
      }
    ],
    "description": [
      "You can breathe underwater, and you gain a Swim Speed equal to your Speed.",
      "You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest."
    ]
  },
  {
    "id": "gift-of-the-ever-living-ones",
    "name": "Gift of the Ever-Living Ones",
    "source": "XGE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "optionalFeatures": [
          "pact-of-the-chain"
        ],
        "text": "Level 2, Pact of the Chain",
        "level": 2
      }
    ],
    "description": [
      "Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you."
    ]
  },
  {
    "id": "gift-of-the-protectors",
    "name": "Gift of the Protectors",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 9,
        "optionalFeatures": [
          "pact-of-the-tome"
        ],
        "text": "Level 9, Pact of the Tome"
      }
    ],
    "description": [
      "A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).",
      "When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.",
      "As a Magic action, you can erase a name on the page by touching it."
    ],
    "activation": "action"
  },
  {
    "id": "goading-attack",
    "name": "Goading Attack",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn."
    ],
    "activation": "special"
  },
  {
    "id": "grappling-strike",
    "name": "Grappling Strike",
    "source": "TCE",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check."
    ],
    "activation": "bonus"
  },
  {
    "id": "grasp-of-hadar",
    "name": "Grasp of Hadar",
    "source": "XGE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "spells": [
          "eldritch-blast"
        ],
        "text": "Level 2, Eldritch Blast",
        "level": 2
      }
    ],
    "description": [
      "Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you."
    ],
    "activation": "special"
  },
  {
    "id": "grasping-arrow",
    "name": "Grasping Arrow",
    "source": "XGE",
    "types": [
      "AS"
    ],
    "prerequisites": [],
    "description": [
      "When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.",
      "The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class."
    ]
  },
  {
    "id": "heightened-spell",
    "name": "Heightened Spell",
    "source": "XPHB",
    "types": [
      "MM"
    ],
    "prerequisites": [],
    "description": [
      "When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell."
    ],
    "activation": "special"
  },
  {
    "id": "hill-rune",
    "name": "Hill Rune",
    "source": "TCE",
    "types": [
      "RN"
    ],
    "prerequisites": [
      {
        "level": 7,
        "text": "Level 7"
      }
    ],
    "description": [
      "This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.",
      "In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest."
    ],
    "activation": "bonus"
  },
  {
    "id": "homunculus-servant",
    "name": "Homunculus Servant",
    "source": "TCE",
    "types": [
      "AI"
    ],
    "prerequisites": [
      {
        "text": "A gem or crystal worth at least 100 gp",
        "unevaluable": true
      }
    ],
    "description": [
      "You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.",
      "You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.",
      "The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.",
      "In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.",
      "The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space."
    ],
    "activation": "bonus"
  },
  {
    "id": "improved-pact-weapon",
    "name": "Improved Pact Weapon",
    "source": "XGE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "optionalFeatures": [
          "pact-of-the-blade"
        ],
        "text": "Level 2, Pact of the Blade",
        "level": 2
      }
    ],
    "description": [
      "You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.",
      "In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.",
      "Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow."
    ]
  },
  {
    "id": "investment-of-the-chain-master",
    "name": "Investment of the Chain Master",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 5,
        "optionalFeatures": [
          "pact-of-the-chain"
        ],
        "text": "Level 5, Pact of the Chain"
      }
    ],
    "description": [
      "When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.",
      "Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.",
      "Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action.",
      "Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.",
      "Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.",
      "Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage."
    ],
    "activation": "bonus",
    "otherActivations": [
      "reaction"
    ]
  },
  {
    "id": "lance-of-lethargy",
    "name": "Lance of Lethargy",
    "source": "XGE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "spells": [
          "eldritch-blast"
        ],
        "text": "Level 2, Eldritch Blast",
        "level": 2
      }
    ],
    "description": [
      "Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn."
    ],
    "activation": "special"
  },
  {
    "id": "lessons-of-the-first-ones",
    "name": "Lessons of the First Ones",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 2,
        "text": "Level 2"
      }
    ],
    "description": [
      "You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.",
      "Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat."
    ],
    "repeatable": true
  },
  {
    "id": "lifedrinker",
    "name": "Lifedrinker",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 9,
        "optionalFeatures": [
          "pact-of-the-blade"
        ],
        "text": "Level 9, Pact of the Blade"
      }
    ],
    "description": [
      "Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point)."
    ],
    "activation": "special"
  },
  {
    "id": "lunging-attack",
    "name": "Lunging Attack",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll."
    ],
    "activation": "bonus"
  },
  {
    "id": "maddening-hex",
    "name": "Maddening Hex",
    "source": "XGE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 5,
        "spells": [
          "hex"
        ],
        "subclasses": [
          "the-hexblade"
        ],
        "text": "Level 5, Hex spell or the Hexblade subclass"
      }
    ],
    "description": [
      "As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you."
    ],
    "activation": "bonus"
  },
  {
    "id": "maneuvering-attack",
    "name": "Maneuvering Attack",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack."
    ],
    "activation": "special"
  },
  {
    "id": "mask-of-many-faces",
    "name": "Mask of Many Faces",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 2,
        "text": "Level 2"
      }
    ],
    "description": [
      "You can cast Disguise Self without expending a spell slot."
    ]
  },
  {
    "id": "master-of-myriad-forms",
    "name": "Master of Myriad Forms",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 5,
        "text": "Level 5"
      }
    ],
    "description": [
      "You can cast Alter Self without expending a spell slot."
    ]
  },
  {
    "id": "menacing-attack",
    "name": "Menacing Attack",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn."
    ],
    "activation": "special"
  },
  {
    "id": "misty-visions",
    "name": "Misty Visions",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 2,
        "text": "Level 2"
      }
    ],
    "description": [
      "You can cast Silent Image without expending a spell slot."
    ]
  },
  {
    "id": "one-with-shadows",
    "name": "One with Shadows",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 5,
        "text": "Level 5"
      }
    ],
    "description": [
      "While you're in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot."
    ]
  },
  {
    "id": "otherworldly-leap",
    "name": "Otherworldly Leap",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 2,
        "text": "Level 2"
      }
    ],
    "description": [
      "You can cast Jump on yourself without expending a spell slot."
    ]
  },
  {
    "id": "pact-of-the-blade",
    "name": "Pact of the Blade",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [],
    "description": [
      "As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.",
      "Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.",
      "Your bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends."
    ],
    "activation": "bonus"
  },
  {
    "id": "pact-of-the-chain",
    "name": "Pact of the Chain",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [],
    "description": [
      "You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.",
      "When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake (see appendix B for the familiar's stat block).",
      "Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction."
    ],
    "activation": "action"
  },
  {
    "id": "pact-of-the-talisman",
    "name": "Pact of the Talisman",
    "source": "TCE",
    "types": [
      "EI"
    ],
    "prerequisites": [],
    "description": [
      "Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.",
      "If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die."
    ]
  },
  {
    "id": "pact-of-the-tome",
    "name": "Pact of the Tome",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [],
    "description": [
      "Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.",
      "Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.",
      "Spellcasting Focus. You can use the book as a Spellcasting Focus."
    ]
  },
  {
    "id": "parry",
    "name": "Parry",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice)."
    ],
    "activation": "reaction"
  },
  {
    "id": "piercing-arrow",
    "name": "Piercing Arrow",
    "source": "XGE",
    "types": [
      "AS"
    ],
    "prerequisites": [],
    "description": [
      "You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.",
      "The piercing damage increases to 2d6 when you reach 18th level in this class."
    ]
  },
  {
    "id": "precision-attack",
    "name": "Precision Attack",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit."
    ],
    "activation": "special"
  },
  {
    "id": "preeminent-in-house",
    "name": "Preeminent in House",
    "source": "EFA",
    "types": [
      "RP"
    ],
    "prerequisites": [
      {
        "text": "Dragonmarked House Renown 50+",
        "unevaluable": true
      }
    ],
    "description": [
      "When you request a favor from your house (as described under \"Favored in House\"), it can take one of the following additional forms:",
      "• A dragonmarked member of the house casts for you a level 5 spell associated with the house's mark at no cost.",
      "• A member of the house casts for you a different spell of level 8 or lower at half the usual cost.",
      "In addition, your house stipend increases to support your Aristocratic lifestyle (10 GP per day)."
    ]
  },
  {
    "id": "protection-of-the-talisman",
    "name": "Protection of the Talisman",
    "source": "TCE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 7,
        "optionalFeatures": [
          "pact-of-the-talisman"
        ],
        "text": "Level 7, Pact of the Talisman"
      }
    ],
    "description": [
      "When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest."
    ]
  },
  {
    "id": "pushing-attack",
    "name": "Pushing Attack",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you."
    ],
    "activation": "special"
  },
  {
    "id": "quick-toss",
    "name": "Quick Toss",
    "source": "TCE",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll."
    ],
    "activation": "bonus"
  },
  {
    "id": "quickened-spell",
    "name": "Quickened Spell",
    "source": "XPHB",
    "types": [
      "MM"
    ],
    "prerequisites": [],
    "description": [
      "When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way."
    ],
    "activation": "special"
  },
  {
    "id": "radiant-weapon",
    "name": "Radiant Weapon",
    "source": "TCE",
    "types": [
      "AI"
    ],
    "prerequisites": [
      {
        "level": 6,
        "text": "Level 6, A simple or martial weapon (requires attunement)",
        "unevaluable": true
      }
    ],
    "description": [
      "This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.",
      "The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn."
    ]
  },
  {
    "id": "rally",
    "name": "Rally",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down)."
    ],
    "activation": "bonus"
  },
  {
    "id": "rebuke-of-the-talisman",
    "name": "Rebuke of the Talisman",
    "source": "TCE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "optionalFeatures": [
          "pact-of-the-talisman"
        ],
        "text": "Level 2, Pact of the Talisman",
        "level": 2
      }
    ],
    "description": [
      "When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer."
    ],
    "activation": "reaction"
  },
  {
    "id": "recognized-in-house",
    "name": "Recognized in House",
    "source": "EFA",
    "types": [
      "RP"
    ],
    "prerequisites": [
      {
        "text": "Dragonmarked House Renown 10+",
        "unevaluable": true
      }
    ],
    "description": [
      "When you request a favor from your house (as described under \"Favored in House\"), it can take one of the following additional forms:",
      "• A dragonmarked member of the house casts for you a level 2 spell associated with the house's mark at no cost.",
      "• A member of the house casts for you a different spell of level 4 or lower at half the usual cost.",
      "• Whenever you take a Bastion turn, you can issue an order to your house as if it were a special facility in your Bastion. Your house determines the type of special facility available to you, as noted in each house's description later in this chapter.",
      "In addition, your house stipend increases to support your Comfortable lifestyle (2 GP per day)."
    ]
  },
  {
    "id": "relentless-hex",
    "name": "Relentless Hex",
    "source": "XGE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 7,
        "spells": [
          "hex"
        ],
        "subclasses": [
          "the-hexblade"
        ],
        "text": "Level 7, Hex spell or the Hexblade subclass"
      }
    ],
    "description": [
      "Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target."
    ],
    "activation": "bonus"
  },
  {
    "id": "repelling-blast",
    "name": "Repelling Blast",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 2,
        "chooseSpell": {
          "level": 0,
          "class": "warlock",
          "dealsDamage": true,
          "attackRoll": true
        },
        "text": "Level 2, Warlock Cantrip That Deals Damage via an Attack Roll"
      }
    ],
    "description": [
      "Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.",
      "Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip."
    ],
    "repeatable": true
  },
  {
    "id": "replicate-magic-item",
    "name": "Replicate Magic Item",
    "source": "TCE",
    "types": [
      "AI"
    ],
    "prerequisites": [],
    "description": [
      "Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.",
      "In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.",
      "Replicable Items (2nd-Level Artificer)",
      "Magic Item — Attunement",
      "• Alchemy jug — No",
      "• Bag of holding — No",
      "• Cap of water breathing — No",
      "• Goggles of night — No",
      "• Rope of climbing — No",
      "• Sending stones — No",
      "• Wand of magic detection — No",
      "• Wand of secrets — No",
      "Replicable Items (6th-Level Artificer)",
      "Magic Item — Attunement",
      "• Boots of elvenkind — No",
      "• Cloak of elvenkind — Yes",
      "• Cloak of the manta ray — No",
      "• Eyes of charming — Yes",
      "• Gloves of thievery — No",
      "• Lantern of revealing — No",
      "• Pipes of haunting — No",
      "• Ring of water walking — No",
      "Replicable Items (10th-Level Artificer)",
      "Magic Item — Attunement",
      "• Boots of striding and springing — Yes",
      "• Boots of the Winterlands — Yes",
      "• Bracers of archery — Yes",
      "• Brooch of shielding — Yes",
      "• Cloak of protection — Yes",
      "• Eyes of the eagle — Yes",
      "• Gauntlets of ogre power — Yes",
      "• Gloves of missile snaring — Yes",
      "• Gloves of swimming and climbing — Yes",
      "• Hat of disguise — Yes",
      "• Headband of intellect — Yes",
      "• Helm of telepathy — Yes",
      "• Medallion of thoughts — Yes",
      "• Necklace of adaptation — Yes",
      "• Periapt of wound closure — Yes",
      "• Pipes of the sewers — Yes",
      "• Quiver of Ehlonna — No",
      "• Ring of jumping — Yes",
      "• Ring of mind shielding — Yes",
      "• Slippers of spider climbing — Yes",
      "• Ventilating lungs (detailed in chapter 5) — Yes",
      "• Winged boots — Yes",
      "Replicable Items (14th-Level Artificer)",
      "Magic Item — Attunement",
      "• Amulet of health — Yes",
      "• Arcane propulsion arm (detailed in chapter 5) — Yes",
      "• Belt of hill giant strength — Yes",
      "• Boots of levitation — Yes",
      "• Boots of speed — Yes",
      "• Bracers of defense — Yes",
      "• Cloak of the bat — Yes",
      "• Dimensional shackles — No",
      "• Gem of seeing — Yes",
      "• Horn of blasting — No",
      "• Ring of free action — Yes",
      "• Ring of protection — Yes",
      "• Ring of the ram — Yes"
    ]
  },
  {
    "id": "resistant-armor",
    "name": "Resistant Armor",
    "source": "TCE",
    "types": [
      "AI"
    ],
    "prerequisites": [
      {
        "level": 6,
        "text": "Level 6, A suit of armor (requires attunement)",
        "unevaluable": true
      }
    ],
    "description": [
      "While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder."
    ]
  },
  {
    "id": "riposte",
    "name": "Riposte",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack's damage."
    ],
    "activation": "reaction"
  },
  {
    "id": "seeking-arrow",
    "name": "Seeking Arrow",
    "source": "XGE",
    "types": [
      "AS"
    ],
    "prerequisites": [],
    "description": [
      "Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.",
      "The force damage increases to 2d6 when you reach 18th level in this class."
    ]
  },
  {
    "id": "seeking-spell",
    "name": "Seeking Spell",
    "source": "XPHB",
    "types": [
      "MM"
    ],
    "prerequisites": [],
    "description": [
      "If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.",
      "You can use Seeking Spell even if you've already used a different Metamagic option during the casting of the spell."
    ],
    "activation": "special"
  },
  {
    "id": "shadow-arrow",
    "name": "Shadow Arrow",
    "source": "XGE",
    "types": [
      "AS"
    ],
    "prerequisites": [],
    "description": [
      "You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.",
      "The psychic damage increases to 4d6 when you reach 18th level in this class."
    ]
  },
  {
    "id": "shroud-of-shadow",
    "name": "Shroud of Shadow",
    "source": "XGE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 15,
        "text": "Level 15"
      }
    ],
    "description": [
      "You can cast invisibility at will, without expending a spell slot."
    ]
  },
  {
    "id": "stone-rune",
    "name": "Stone Rune",
    "source": "TCE",
    "types": [
      "RN"
    ],
    "prerequisites": [],
    "description": [
      "This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.",
      "In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest."
    ],
    "activation": "reaction"
  },
  {
    "id": "storm-rune",
    "name": "Storm Rune",
    "source": "TCE",
    "types": [
      "RN"
    ],
    "prerequisites": [
      {
        "level": 7,
        "text": "Level 7"
      }
    ],
    "description": [
      "Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.",
      "In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest."
    ],
    "activation": "bonus",
    "otherActivations": [
      "reaction"
    ]
  },
  {
    "id": "subtle-spell",
    "name": "Subtle Spell",
    "source": "XPHB",
    "types": [
      "MM"
    ],
    "prerequisites": [],
    "description": [
      "When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell."
    ],
    "activation": "special"
  },
  {
    "id": "superior-technique",
    "name": "Superior Technique",
    "source": "TCE",
    "types": [
      "FS:F"
    ],
    "prerequisites": [],
    "description": [
      "You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).",
      "You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest."
    ]
  },
  {
    "id": "sweeping-attack",
    "name": "Sweeping Attack",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack."
    ],
    "activation": "special"
  },
  {
    "id": "tactical-assessment",
    "name": "Tactical Assessment",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check."
    ],
    "activation": "special"
  },
  {
    "id": "thirsting-blade",
    "name": "Thirsting Blade",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 5,
        "optionalFeatures": [
          "pact-of-the-blade"
        ],
        "text": "Level 5, Pact of the Blade"
      }
    ],
    "description": [
      "You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn."
    ]
  },
  {
    "id": "tomb-of-levistus",
    "name": "Tomb of Levistus",
    "source": "XGE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 5,
        "text": "Level 5"
      }
    ],
    "description": [
      "As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.",
      "Once you use this invocation, you can't use it again until you finish a short or long rest."
    ],
    "activation": "reaction"
  },
  {
    "id": "transmuted-spell",
    "name": "Transmuted Spell",
    "source": "XPHB",
    "types": [
      "MM"
    ],
    "prerequisites": [],
    "description": [
      "When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder."
    ],
    "activation": "special"
  },
  {
    "id": "trickster-s-escape",
    "name": "Trickster's Escape",
    "source": "XGE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 7,
        "text": "Level 7"
      }
    ],
    "description": [
      "You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest."
    ]
  },
  {
    "id": "trip-attack",
    "name": "Trip Attack",
    "source": "XPHB",
    "types": [
      "MV:B"
    ],
    "prerequisites": [],
    "description": [
      "When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition."
    ],
    "activation": "special"
  },
  {
    "id": "twinned-spell",
    "name": "Twinned Spell",
    "source": "XPHB",
    "types": [
      "MM"
    ],
    "prerequisites": [],
    "description": [
      "When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1."
    ],
    "activation": "special"
  },
  {
    "id": "undying-servitude",
    "name": "Undying Servitude",
    "source": "TCE",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 5,
        "text": "Level 5"
      }
    ],
    "description": [
      "You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest."
    ]
  },
  {
    "id": "visions-of-distant-realms",
    "name": "Visions of Distant Realms",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 9,
        "text": "Level 9"
      }
    ],
    "description": [
      "You can cast Arcane Eye without expending a spell slot."
    ]
  },
  {
    "id": "whispers-of-the-grave",
    "name": "Whispers of the Grave",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 7,
        "text": "Level 7"
      }
    ],
    "description": [
      "You can cast Speak with Dead without expending a spell slot."
    ]
  },
  {
    "id": "witch-sight",
    "name": "Witch Sight",
    "source": "XPHB",
    "types": [
      "EI"
    ],
    "prerequisites": [
      {
        "level": 15,
        "text": "Level 15"
      }
    ],
    "description": [
      "You have Truesight with a range of 30 feet."
    ]
  }
]